Video Games Can't Afford to Look This Good
The gaming industry spent billions pursuing the idea that customers wanted realistic graphics. Did executives misread the market?
Dec. 26, 2024
One way to understand the video game industry's current crisis is by looking closely at Spider-Man's spandex.
For decades, companies like Sony and Microsoft have bet that realistic graphics were the key to attracting bigger audiences. By investing in technology, they have elevated flat pixelated worlds into experiences that often feel like stepping into a movie.
Designers of last year's Marvel's Spider-Man 2 used the processing power of the PlayStation 5 so Peter Parker's outfits would be rendered with realistic textures and skyscraper windows could reflect rays of sunlight.
That level of detail did not come cheap.
Insomniac Games, which is owned by Sony, spent about $300 million to develop Spider-Man 2, according to leaked documents, more than triple the budget of the first game in the series, which was released five years earlier. Chasing Hollywood realism requires Hollywood budgets, and even though Spider-Man 2 sold more than 11 million copies, several members of Insomniac lost their jobs when Sony announced 900 layoffs in February.
Cinematic games are getting so expensive and time-consuming to make that the video game industry has started to acknowledge that investing in graphics is providing diminished financial returns.
"It's very clear that high-fidelity visuals are only moving the needle for a vocal class of g*mers in their 40s and 50s," said Jacob Navok, a former executive at Square Enix who left that studio, known for the Final Fantasy series, in 2016 to start his own media company. "But what does my 7-year-old son play? Minecraft. Roblox. Fortnite."
Joost van Dreunen, a market analyst and professor at New York University, said it was clear what younger generations value in their video games: "Playing is an excuse for hanging out with other people."
When millions are happy to play old games with outdated graphics — including Roblox (2006), Minecraft (2009) and Fortnite (2017) — it creates challenges for studios that make blockbuster single-player titles. The industry's audience has slightly shrunk for the first time in decades. Studios are rapidly closing and sweeping layoffs have affected more than 20,000 employees in the past two years, including more than 2,500 Microsoft workers.
Many video game developers built their careers during an era that glorified graphical fidelity. They marveled at a scene from The Last of Us: Part II in which Ellie, the protagonist, removes a shirt over her head to reveal bruises and scrapes on her back without any technical glitches.
But a few years later, costly graphical upgrades are often barely noticeable.
When the studio Naughty Dog released a remastered version of The Last of Us: Part II this year, light bounced off lakes and puddles with a more realistic shimmer. In a November ad for the PlayStation 5 Pro, an enhanced version of the Sony console that retails for almost $700, the billboards in Spider-Man 2's Manhattan featured crisper letters.
Optimizing cinematic games for a narrow group of consumers who have spent hundreds of dollars on a console or computer may no longer make financial sense. Studios are increasingly prioritizing games with basic graphics that can be played on the smartphones already in everyone's pocket.
"They essentially run on toasters," said Matthew Ball, an entrepreneur and video game analyst, talking about games like Roblox and League of Legends. "The developers aren't chasing graphics but the social connections that players have built over time."
Going Hollywood
Developers had long taught players to equate realism with excellence, but this new toaster generation of g*mers is upsetting industry orthodoxies. The developer behind Animal Well, which received extensive praise this year, said the game's file size was smaller than many of the screenshots used to promote it.
A company like Nintendo was once the exception that proved the rule, telling its audiences over the past 40 years that graphics were not a priority.
That strategy had shown weaknesses through the 1990s and 2000s, when the Nintendo 64 and GameCube had weaker visuals and sold fewer copies than Sony consoles. But now the tables have turned. Industry figures joke about how a cartoony game like Luigi's Mansion 3 on the Nintendo Switch considerably outsells gorgeous cinematic narratives on the PlayStation 5 like Final Fantasy VII Rebirth.
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Gotta get on the same level as the fintech industry, gamedev cucks.
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It's simple, increase the prices.
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If 5 guys in a basement in the 90's used to be able to make a good game in 1 year inventing all the tech as they went, how come 5 guys in a basement can't just make 1.5 good games a year using the 30 years of already invented tech?
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They didn't had Pornhub
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tech makes some things easier but others more complicated (shaders, drivers)
devs become less skilled and knowledgeable
games get churned out faster than ever
the market explodes
hardly anyone in the company actually likes or understands g*mers
you are here
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Basically, yeah. Game prices have basically stagnated despite inflation and increased production costs. The same people who lament the working conditions at major studios are the same that are aghast at AAA titles hitting 70$ or games including micro transactions.
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In my adult life I've played Kerbal Space Program, Factorio, and Rimworld about 270 hours each.
Prison Architect - 105
Troubleshooter - 96
Darklands - 93 and most of that was generating material for dramaposts
Shadow Empire - 89
Covert Action - 47 - a game from fricking 1990
Underrail - 40 and I'm still scratching the surface of it
Vigilantes - 37
A Legionary's Life - 25
Titan Outpost - 21
Can anybody see a pattern here? Anyone? Anyone at all? None of these are AAA games and sure as fricking heck didn't pay AAA prices for them.
(I got about a thousand hours in BF4 but I caught that on sale for $5 because it was such a disaster when it launched.)
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That... oh shit all of these are pretty neurodivergent.
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Cost to publish has fallen more than inflation though.
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Its crazy looking at Steam sales and seeing prices around $40-50 for a game that's half off.
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When I was working in show business, pretty adjacent to video "games" considering they're all visual novels now, this is something people took pride in. Get it done as fast as possible. Because time is money so fast means cheap. Minimize set construction because you have to pay for that. Minimize fricking around with the lighting because that's labor-intensive so you have to pay for that.
Seeing the g*mergate victim generation whine about stuff that we considered the basic elements of professionalism that made us more than the stoners making sandwiches at Subway, that's fricking bewildering to me.
Darklands had 320x240 pixels to work with, a lot was reserved for the UI, 256 colors. And it was a heck of a fricking lot more emotionally evocative than your latest walking simulator about a pot-smoking girl and her dad and zombies or whatever the frick you think needs extremely detailed graphics. Computers got better than my eyes about 20 years ago so I can't even tell the difference.
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As impressive as that is, nobody cares about that level of detail unless the cost of running it is trivial. Given that it obviously isn't trivial to run, its a stupid fricking thing to waste any resources on whatsoever.
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By importing sexy Indian dude H1B labor to work 80 hour weeks at $45k/year.
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Oh so those people who were sharing that sentiment were industry bugmen
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