Tina Merry’s Post

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CEO & Co-founder of Simply Sweet Games | Diversity, Accessibility & Cultural Inclusion Champion

Painfully long is right. 😲 It look 8 years to build Concord and about 2 weeks for Sony to axe it. This is a strong example of what's wrong with the games industry, especially in the AAA space. How can a game remain relevant and feel innovative to audiences when it takes that many years to develop? And exactly how high of a bar do you have to hit in terms of quality and scope to meet player expectations after that length of time?! Indie studios can continue to lead the way in demonstrating 'what good looks like' for an industry that desperately needs a re-write. I firmly believe we can deliver outstanding experiences for our audiences by combining sustainable development with scalable growth strategies. In summary, we need to be embracing shorter, iterative and more cost effective development times, and identify scalable strategies to maintain Live Services. #indiegames #gamedevelopment #gamedev #innovation Sony Simply Sweet Games #gameindustry #videogames

Why Concord Failed - IGN

Why Concord Failed - IGN

ign.com

Chris Krause

Senior Director of Production at Jagex, Ex-Riot Games

1mo

What was the user and market research , validation and feedback strategy for concord ?

While what you're saying is valid from a production standpoint, citing indie as the example to follow is problematic. The hit rate for indie games is far lower than AAA and being indie doesn't inherently make you a pillar of efficiency. Just look at Steam stats for the example: There were 13,790 indie games released on steam in 2023 vs 181 AAA games. The indie titles accounted for only 31% of revenue (up significantly from previous years, though). Of those indie games, the lions share of the revenue came from just two: Palworld and Helldivers 2. Both of which were big budget titles with long development periods. Palworld took 3 years, building on top of the foundation set by their previous game, Craftopia, and only released into early access. TBD how long it'll take to actually launch. Helldivers 2 took over 7 years to get to release.

Alistair Hudson

Solo Indie Video Game Developer

1mo

Black Myth Wukong took around the same amount of time to make, with a smaller budget and fewer people. It was also released around the same time as Concord. Why it succeeded and Concord failed was plain as day. Wukong had real passion behind it. It told a gripping story devoid of mordernisms. Wukong didn't have any brand new gameplay but it had solid well constructed gameplay. Game Science didn't lash out at gamers for criticizing Wukong. Game Science put people with merit in positions they deserved to be in, not based on arbitrary characteristics such as race, gander or who they sleep with. Black Myth Wukong and Game Science have reminded the western AAA industry how to make a game, and gamers are leaving the western AAA because of that.

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It's a fine balance with these big high profile AAA titles. Build hype and rush it out too early with bugs and you can receive negative press and backlash from the gaming community, something Cyberpunk 2077 suffered with. Work your dev team to death to hit your launch date, you'll also get negative press as Rockstar have in the past when 100 hour working week practices came to light. But eight years for a title to can it two weeks later; seems crazy.

Radu Posoi

Founder at Alkotech Labs | Mobile Games QA Expert | Driving Quality in Game Development

1mo

The big disadvantage for the game dev industry compared to software dev is that we can't really build an MVP and validate it with an audience due to the risks associated with it, especially having other studios steal that cool idea or that cool new feature.  Not to mention the way games are built and how much the visuals mean to the target audience most of it will not understand what Work In Progress really means. So you will have a lot of pushback from showing an incomplete and not fleshed-out game.  In an ideal world, being able to build a prototype and validate it with your target audience in 1-2 years max would be amazing.  Sadly, it's quite hard to do that in the game dev industry, especially when it comes to AAA. 

Wonderful point! The film industry is feeling similar stressors. It’s fascinating to watch how industries adjust and pivot - especially when you consider the exponential speed at which tech is developing. Adaptability and efficiency are so important. Anyway, thanks for the post 😄

Eight years for Concord, only to be cut? That’s wild. Speedy iterations could really shake things up in gaming

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