theprof00 said:
I think big budget is more of a way around having to be creative than a stifling method. I don't think the games would have existed and I think it's great that they do. The problem might be on the other side of the spectrum though, where big budget is gone and all you have left is a bunch of odd niche kind of games.
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I'm sorry, but having to have a game make back $20-40 million and 2-4 years of development time and workforce that could have done something more profitable, is nothing but stifling creativity. You could have creative successes, sure, but there's always the risk of a massive disappointment like Lair or Too Human that doesn't make up the time and effort wasted. The shovelware is a sacrifice made to allow for more people to take greater creative risks, so that we can increase the chance of exposure to a creative success. It's possible simply because even after a commercial flop a company can get back up and try again, and fairly quickly too thanks to the shorter development cycle.







