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Friday, July 11, 2008
 
Go Big, Go Small, or Go Home?
According to an interview on GamesIndustry.biz with Christopher Kline, a technical director at 2K Boston, the market has pretty much split with big-name blockbusters or small, budget, casual games. There is no longer a market for "mid-budget" developers.

Now, this doesn't involve the "indies" so much, as we're dealing with shoestring budgets in the casual game range anyway, and he's talking specifically about games in the range of "3-4 million."

This saddens me, because historically, those have been the games I have enjoyed the most. The big, massive blockbusters have often been fun - but too often they gleam and glisten on the outside but are pablum on the inside. It's those middle-of-the-road games that make me all warm and fuzzy about video games.

Including Irrational Games' (2K Boston's previous incarnation) own Freedom Force games, which kicked all kinds of butt. But apparently, they didn't sell well. But looking back, a good deal of my favorite games were not the big-budget, massively-marketed blockbusters of the day. If he's right, and if that's the prevailing attitude of the industry, then ... well, from my perspective at least, we're pretty much screwed.

But I'm not sure about that.

By the sounds of it, some middle-budget games have been doing quite well. Like Galactic Civilizations II, Sins of a Solar Empire, Sam & Max, Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness, the "X" series of open-ended Elite-style games. These games had a budget that I suspect was significantly above that of the average casual game, though I guess I could be wrong. And it certainly sounds as if they have been plenty profitable - though again, I could be wrong. And I expect there are others... After all, Guitar Hero started out, according to the post-mortem, as a cheap-and-dirty low-to-mid-budget game.

But the gutters of the games business is littered with the bodies of dead who tried to buck these odds and failed. Troika Games seemed like it would be the savior of hardcore and avant-garde RPGs, but couldn't sustain its business. I doubt we'll find another company from the mainstream industry trying to make "mid-budget" RPGs in the future. If it does happen, they'll be coming up from the ranks of the indies.

So is Kline right? Are we left with nothing but low-budget indie games and top-shelf, glitzy blockbusters? Or is there still a market for mid-budget games if the companies can figure out how to tap into the market, as apparently certain "big indies" have done?

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Comments:
Troika made amazing games, but they shot themselves in the foot with the number of bugs that they shipped out. That's partially laid at the feet of their publishers, but it's also something they needed to reign in, and never could.
 
The profits on Galciv are insane.

Let's just say stardock doesn't need the rest of it's sources of income if it wanted to become a gaming company with high profits
 
There's the taking someone else's game and doing your own stuff with it approach. I'm only familiar with a few of these - the 3rd party mods included in CivIV's beyond the sword expansion, NWN2's adventure pack thing and the various companies making things for The Witcher.

This means you get the 'shininess' of a AAA game on a budget. Also a lot of these seem to be quite different to the game they are based on. I wish more games would do this :)
 
Sadly, what is "mid-budget" today was "AAA" only a decade ago. "Mid-Budget" back then was usually under a Million.

Granted there is inflation to factor, but size and content have been the biggest culprits.

Cost have changed a whole lot more than revenues for the developer, changing the landscape of games significantly.
 
Yeah. Once upon a time, a developer had reasonable expectations of seeing back-end profits.

Now - they pad their expected costs (though they still usually end up overrunning them) because they know that, short of a miracle, they will never see a dime of back-end royalties. Which - to me - means they don't feel they have a stake in the final product, and won't try as hard to make it "great." Why bother, when you are only being paid by the hour?
 
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