| Darwinianevolution said: Instead of making one game that costs a hundred million, make ten games that cost ten million each. It'll be easier to recover the costs, cover a bigger audience and have a bettr chance to get a hit IP this way. What's so difficult about this? |
The difficulty is, indie gaming killed the AA game segment. They disappeared during the rise of digital game distribution. Nobody wanted to pay $40 for those $10 million budget games anymore. And most gamers only play a few games a year, easier to lure those with high budget games for everyone.
We went from every game being $60 making it possible for smaller numbers of games like Majin and the Forsaken Kingdom to make a profit, to people feeling anything that's not AAA budget can't cost more than $20-$30, wait for sale, while they still sell in lower numbers.
The average price for an indie game on Steam is approximately $3.99 to $10...
If it was easier to recover costs, AA games would still exist.
Different from the movie industry where indie movies cost the same as $500 million budget spectacles. Yet gamers only want to pay $70 for the biggest budget games. But maybe the success of Clair Obscure launching at $50 on an AA budget will signal a revival of the $10 million budget games going. Yet in the end, gamers have finite money and finite amount of time to spend. Launching 10 games instead of 1 is also dividing your audience, competing with yourself.








