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twintail said:
Mnementh said:

I guess a lot of that is down to budget. You don't easily walk away from a 200 million failure (or possibly more). But again: that is on Sony. Why not start with a smaller budget and smaller game with an unproven and new studio. Sony did that once upon a time: they had games like Flower, Parappa, Gravity Rush and so on. Small experiences. How many similar games were cancelled or uncussessful? With such small budget it is easy to forget a failure. And these games still allow the studio to learn and grow.

I think the answer is because A and AA budget games are struggling in the marketplace and have been doing so for a good few years now. Even indie developers are struggling to get any exposure at all because of just how much content there is. 

I don't think we can look back at what Sony was doing 10, 20 years ago because the marketplace was different, budgets were different. Games like Flower, PaRappa and Gravity Rush could more easily see a ROI, something which is less likely now. I hope it's not lost on you that Studio Japan was closed down because of their inability to consistently make money on the games they were making.  Their failures didn't turn into success stories because they were kept around to make more games. 

I keep seeing the sentiment that the market is not ready for smaller games, but I see no actual backing for this. Actually the grounds were never better for smaller titles ever before. That is the reason we see more than 10K titles released in a year on Steam, numbers that were absolutely unthinkable 10 or 20 years ago. Obviously not everything is a success, but that was the case 10 or 20 years ago as well, you just never have a guarantee for anything. But the market can now sustain so many smaller titles which is amazing. There are whole niches that generates a lot of titles each year, because the devs can stay afloat.

I think this "there is no place for A and AA" stuff is a misguided narrative to support the absolution of risky AAA titles. But that model is unsustainable.  Gamers, consumers or people on the internet also have no influence over anyone getting fired. That is on the publishers. Blaming the customers or posters on the internet feels like icky whitewashing of the roles of the publishers. The reason they don't support AA anymore is not that there is no ROI for them, the reason is the publishers all only want Fortnite level of ROI, and that they will not get this with an AA title. But not everything can be a Fortnite level success, so studios get closed with no room for failure. Like the room that existed for many others.

So the closing of Firewalk is on Sony. They got greedy, they wanted in into the big Live Service money, but that means risk it in an all or nothing gamble. And if they land on nothing, than it isn't the managers that get laid off, but the dev team. Which means teams are unable to grow on their experiences and failures. They have to kick it out of the park instantly, or they lose their job. No wonder so many going indie. Thats also not easy, but not as cold as this corporate bullshit.



3DS-FC: 4511-1768-7903 (Mii-Name: Mnementh), Nintendo-Network-ID: Mnementh, Switch: SW-7706-3819-9381 (Mnementh)

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