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I know I already killed the argument, but I have another nail to put in its coffin.

Bigger budget does not mean a better game. Smaller budget does not mean a worse game. We have all seen big budget blockbuster movies that sucked, and cheap little indie films that were great. The same applies to games. Big budget AAA games will sometimes suck. Games made by tiny one or two person development teams are sometimes great.

Budgeting is about finding the right size for the project. Too big, and the director/producer/showrunner/developer can throw in all of their ideas into the project, even if some of them suck. Too small, and necessary content or features might get cut out. Find the right size and the creator will be forced to pick and choose what to put in, hopefully focusing in on the best ideas. "Necessity is the mother of invention," is a phrase for a reason. Limitations can force the creative leads to be...well, creative. I mean, the first damn Super Mario game used the same art for the bushes and clouds. Saves in both art creation and memory.

And lets not forget it was Miyamoto who once said, "A delayed game is eventually good, but a rushed game is forever bad". A rushed game is cheaper. A delayed game is more expensive. I am going to need a lot more evidence to believe any of this bullshit about Miyamoto.



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