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zeldaring said:
Chrkeller said:

I still think size/scope is the best way to tackle budgets. I haven't played Rebirth, but my daughter has been playing it. Half the cut scenes could be cut. Practically all the side quests are stupid. Cut the fluff, leverage practical AI, budgets will be fine.

What's mind boggling is why does spiderman 2 cost so much. It's not a massive open world game and the while the graphics look nice they are using lot of the same Map as spiderman 1 not even the best ps5 has to offer 

Because people expect to be paid when they know they have made a hit game (Spider-Man 1) the first time around. 

Say you have a studio, maybe the first time out you have a hit game you can get by with everyone being young and just happy to have a job. 

But once you hit pay dirt with a hit game ... guess what? 

Now everyone wants to be paid more and fairly so, they want to be paid the same as other high end studios. They now have that hit game on their resume and can just leave your studio and go elsewhere and easily get a job somewhere else because everyone will see on the resume "hey you worked on Spider-Man on PS4, that was a big hit". 

If I'm a top end artist who is insanely talented and I know my work in the previous game is part of the reason the game looks great, yes you are going to pay me more for a sequel when I see the previous game sold like 10 million copies+. Industry workers talk easily enough too, if I find out someone doing the same job at me on say GTA6 is getting double my salary, I will ask for a raise too. That's not greed either, it's paying people their fair share, you want top end programmers, artists, etc., you have to pay to keep them. 

You want to keep talented teams like the ones that make the Spider-Man games together, you have to pay and the more success you have the less chance you have to being able to employ newbies in the business who will work for cheap. Otherwise those people will leave and then there is no guarantee whatsoever that future games will have the same quality. 

Last edited by Soundwave - on 25 June 2024