this post was submitted on 05 Sep 2025
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Gaming

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[–] db0@lemmy.dbzer0.com 99 points 2 weeks ago

Indie games are showing the way with the amount of content these days

[–] Zahille7@lemmy.world 75 points 2 weeks ago (2 children)

I didn't realize 7 years was a full decade.

[–] KSPAtlas@sopuli.xyz 39 points 2 weeks ago (4 children)

No no, you see, this is an alternative universe where we all use base 7

[–] ZoteTheMighty@lemmy.zip 14 points 2 weeks ago* (last edited 2 weeks ago) (1 children)

I use base 10, what's base 7? Also, what's a 7?

[–] jballs@sh.itjust.works 7 points 2 weeks ago

All bases are base 10

[–] Zahille7@lemmy.world 5 points 2 weeks ago

Damn, Elder Scrolls fans must feel real fuckin old then.

[–] oce@jlai.lu 4 points 2 weeks ago

Just a different intelligent species with 7 fingers.

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[–] Paradachshund@lemmy.today 66 points 2 weeks ago (1 children)

I think it's great they're charging such a reasonable price, but I hope people don't hold other smaller devs to this standard and compare them one to one. It's a lot easier to charge $20 when you're about to sell a bajillion copies of something. A solo dev making something way smaller might charge $20, too, but they may only sell a few dozen copies.

In other words, celebrate the pro consumer decision but please don't use it as a cudgel against other indies in the future.

[–] brucethemoose@lemmy.world 38 points 2 weeks ago (2 children)

Nah, this is gaming. Get your grounded nuance out of here! Indies must meet these personal expectations of mine. Holds hand impossibly high.

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[–] Dragomus@lemmy.world 30 points 2 weeks ago (2 children)

The $199 side omits that the poor ceo had to buy his 3rd luxury car in 2 years time because reasons.

[–] ArchmageAzor@lemmy.world 4 points 2 weeks ago

Destiny 2 moment

[–] RightHandOfIkaros@lemmy.world 29 points 2 weeks ago (1 children)

I cannot wait for all the AAA developers to whine, cry, and complain about how everyone is saying Silksong is so good and that AAA can't compete with their own games.

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[–] jaaake@lemmy.world 25 points 2 weeks ago

I'm not saying that it's not irresponsible to grow to the size that they have, but I don't think people understand the staggering difference in the size of the development teams between GTA and Hollow Knight.

MobyGames lists 4,771 people in the credits for GTA V and just 85 for Hollow Knight. Honestly most of those on Hollow Knight are translators and testers, people who weren't working the full length of development time.

As a reminder, 99.9% of the cost of a game is number of staff * salary * time.

https://www.mobygames.com/game/62275/grand-theft-auto-v/credits/windows/

https://www.mobygames.com/game/84194/hollow-knight/credits/windows/

[–] desmosthenes@lemmy.world 23 points 2 weeks ago (2 children)

i’m all for boycotting big companies slop in general; gotta stop rewarding mass produced, corner cutting productions

[–] brucethemoose@lemmy.world 15 points 2 weeks ago (1 children)

Yeah, well ‘gamers’ do what they do at scale.

Apparently they can’t even be bothered to price shop for GPUs, as Nvidia has 94% market share at a time when Intel and AMD are selling sublime mid range cards. How can we expect folks to stop buying Call of Duty on principle?

[–] desmosthenes@lemmy.world 5 points 2 weeks ago (4 children)

crypto ai bros and the companies they work at unfortunately

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[–] desmosthenes@lemmy.world 7 points 2 weeks ago

let’s see more passionate small teams than micromanaged large teams appeasing their quarterly shareholders

[–] Rooty@lemmy.world 23 points 2 weeks ago (2 children)
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[–] ArchmageAzor@lemmy.world 19 points 2 weeks ago (5 children)

Indie devs keep winning. I can't really remember the last time I played a really good AAA game. Mid maybe, but not good.

[–] silasmariner@programming.dev 5 points 2 weeks ago (1 children)

TotK is a great game. And I've heard Baldur's Gate 3 was excellent although can't play it until I've got myself a new computer. I think they'd probably count?

[–] ArchmageAzor@lemmy.world 6 points 2 weeks ago (1 children)

BG3 is in a strange sort of limbo. It's self-published, was partly crowdfunded, but is AAA in scope and polish.

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[–] tfw_no_toiletpaper@lemmy.world 14 points 2 weeks ago

Cannot wait to buy another Ubislop-like that costs $80, takes 70+ hours to complete the mainstory and plays exactly the same as the last 20 iterations over the past decade

[–] Katana314@lemmy.world 9 points 2 weeks ago (2 children)

This could very much represent troubles not just in video game development, but project development in an investor-driven market entirely.

Everyone is focused on short-term wins and profits - so they can demonstrate they're a fantastic manager making incredible things. They hire 1000 people, then show the grandiose things they made with those people in 2 years so they can take more investment. But the way creative work goes, there are far better ways to play that lottery - they just don't involve as much active management, and are far less showy.

As a publisher, you could just start 50 small studios of only 10 employees each, with occasional external support as needed to each one, and give all of them 5 years to develop. That would equate to the same or much lesser cost as some of these gigantic multi-outsourced projects, but it means investments are left for longer. And of course, few of them would be a "Hollow Knight" or "Minecraft", but just enough of them would likely succeed to pay for all the others.

You can see similar concerns in R&D and other similar fields across industries, that give randomized and unpredictable benefit when every manager is watching every quarter's earnings.

[–] rumba@lemmy.zip 5 points 2 weeks ago

As a publisher, you could just start

This actually happens a lot, but kind of the other way around. Small indie shops run out of money and small publishers / companies swoop in with venture, throw a lifeline worth of money for a decent stake in the product. It either gets made, or it gets bought by a bigger fish. Sometimes the product is already done and they just need help expanding the audiience

Places like forklift.gg, who helped accelerate Cash Cleaner Simulator

[–] brucethemoose@lemmy.world 4 points 2 weeks ago* (last edited 2 weeks ago)

And of course, few of them would be a “Hollow Knight” or “Minecraft”, but just enough of them would likely succeed to pay for all the others.

I would contest this. The vast majority of indie games ‘fail,’ and there is some Machiavellian logic to “let’s make a mediocre game we know will sell.”

Basically zero “micro team” indies turn into Rimworld or Hollow Knight or Stardew Valley, statistically, much less Minecraft. That’s a fantasy.


…That being said, I think there is a “sweet spot” dev team size where diminishing returns are quickly hit. Coffee Stain (the Satisfactory dev) is my classic sweet spot example: Big enough to license Unreal Engine and pretty dependably make something “big” and fantastic, without burning cash detailing pores in ass cheeks and making some broken custom engine to fulfill some suit's “1st party synergy” fantasy.

They have marketers and such, but it’s frugally spent.

And publishers are pursuing this strategy. Paradox seems to be on a spending spree for mid sized studios, and Embracer Group is notorious for it.

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