Will shorter games eventually kill profits?
Published on May 24, 2005 By Yarlen In Game Developers

A very good article today by Paul Hyman at the Hollywood Reporter brings up a topic I've been thinking about for years - inefficiency in game creation. The U.S. has seen a steady increase in worker productivity for years now, thanks in large part to greater efficiency in the workplace. One area where this hasn't translated, however, is in game development, which Paul's article tackles.

The most striking part of the article appears near its end when something that the media has known about for years is blunted put: that shorter gameplay (10-12 hours) means that players will simply rent games instead of buy them. For the PC, this isn't as big a deal (you generally can't rent new PC games), but for consoles this could be very bad. As publishers/developers shorten gameplay to save money, they create a rental opportunity for the consumer. Instead of spending $50 to own a game with a 12 hour lifespan, they can simply rent it for $4-$6 and finish it over just a few days - resulting in the publisher losing a huge chunk of revenue.

Unless the industry wants to find itself in a nasty Catch-22, this trend of ever-shortening gameplay needs to be reversed soon. If every other industry can find more efficient ways to operate and save money (which is simply wasted), then the games industry can do the same.


Comments
on May 25, 2005
I agree. The industry needs to get on the ball and make their games worth their increasing price tags.
on May 25, 2005

A good example of this is the Xenosaga series for the PS2. Xenosaga I took me over 60 hours to complete, just focusing really on the main quest and not so much on the side-quests. A couple of months ago I bought Xenosaga II, which I'd been waiting for with great anticipation. I am 11-hours into the game and according to the strategy guide I bought with it (plus the various FAQs online), I'm 90% through.  I have only one more area to hit before I reach the end of the game.

Needless to say, as a consumer who shelled out $55, I am not a happy customer. In fact, I feel ripped off by the entire experience. From 60+ hours in the original down to perhaps 15 hours. As the Hollywood Reporter article points out, had I known, I would have just rented Xenosaga II. I still would have been ticked off, but at least I'd be $49 richer.

on May 26, 2005

Indeed.  I hear stories about small games needing a dozen people to be made. That just amazes me.  The first GalCiv for Windows (2003) only required a few people to make. Even the new one only has 5 full-time people on it.

What are those other 30 people doing on these other game projects?

on May 31, 2005
Good question. Perhaps art assets / content creation? That seems to be the big money sinkhole people are talking about nowadays. If developers are finding that it's costing them so much to create games, it's time they take a hard look at how to streamline the process. That doesn't necessarily mean layoffs either, just how to more efficiently use the people you've got (something I feel Stardock does pretty well at).
on Jun 12, 2005
Games are often compared to the movie industry (rightly or wrongly) so... currently we have a situation in game manufacturing where the devs not only have to write the scripts, prepare the sets, audition the actors they also have to build the cameras from scratch to film it all. John Carmack has said that, if he ever gets round to writing it, the 3d engine after next should be the last he needs to write. The theory being it'll be possible to portray reality near as damn it (or portray fantasy realistically - you know what I mean)(and this is assuming we're not jacking in to play our games by then). Right now a lot of people are using existing game engines but they're still having to do a lot of work extending them. Or to put it simply the biggest inefficiency in game production is programming. Bang on at me all you like but it's where the wheel gets re-invented time after time.

Then there was Will Wright's recent talk about data vs algorithms in game design and Spore in particular. The higher the poly counts go the more time it takes more people to produce the same amount of content you had in an older generation game. So WW is aiming to let the players do most of the design for him. Worth a look.
on Jun 13, 2005

I agree with you on the game engines, that's been the way of things in the gaming industry...well, that's how it's always been.

Draginol posted a thread about Spore here that's worth reading. He pretty much expands on the point you're making.