Why Are Games Taking So Long To Develop? - Luke Reacts

Luke Stephens LIVE
11 Sept 202414:13

Summary

TLDRIn this video, Ryan Manley explores the reasons behind the increased development time and costs of modern video games compared to the early 2000s. He discusses factors like inflation, higher quality standards, and the evolution of technology. Manley also touches on the inefficiencies of large game studios, suggesting that streamlined teams and agile methodologies could improve the process. He uses examples like Fallout New Vegas and The Witcher 3 to illustrate the contrast in production values and the impact on game budgets.

Takeaways

  • 💵 Inflation and increased cost of living have led to higher game development budgets to compensate staff, even though their real purchasing power may not have increased.
  • 🚀 Modern games like The Witcher 3 and Mass Effect Andromeda cost tens of millions to produce, reflecting the higher standards and expectations in the industry.
  • 🏗️ The complexity and quality of game assets have increased significantly, requiring larger teams and more specialized skills, thus extending development times.
  • 📏 Games from the early 2000s, such as Fallout New Vegas, had simpler landscapes and assets, allowing quicker development compared to today's standards.
  • 🔍 Players in the past were more tolerant of lower quality textures and assets, whereas modern gamers expect high-fidelity graphics and details.
  • 💸 The gaming audience is still willing to pay full price for games, even if they have a smaller scope, as long as the quality is high.
  • 📈 The rise in technology has led to higher quality standards across all aspects of game development, including animation and voice acting.
  • 👨‍💼 Corporate bloat in larger studios can lead to inefficiencies and delays, with teams being too large and processes becoming overly bureaucratic.
  • 🔄 The traditional pipeline with multiple handoffs between specialized teams can cause delays and require repeated revisions, impacting the final product.
  • 🔧 Agile methodologies and cross-functional teams can lead to more efficient development processes, reducing the time and resources needed for game production.

Q & A

  • Why do games take longer to make now compared to the early 2000s?

    -Games take longer to make now due to increased quality standards, larger development teams, higher costs of production, and inflationary pressures.

  • What is an example of a game that was produced quickly in the past?

    -Fallout New Vegas is an example of a game that was produced quickly, with a development timeline of 18 months.

  • How has the level of detail in game environments changed from 2010 to now?

    -The level of detail in game environments has significantly increased, with modern games requiring more complex architecture, textures, and assets compared to the simpler designs of 2010.

  • What is one reason why games could be made quickly in the past?

    -Games could be made quickly in the past because they used simpler architecture, smaller maps, and lower quality assets that were easier and faster to produce.

  • What is the impact of inflation on game development costs?

    -Inflation has increased the cost of production, meaning that games like The Witcher 3, which cost $80 million to make, would likely cost $200 to $300 million to produce with today's standards.

  • How has the size of development teams changed over time?

    -Development teams have grown significantly larger to accommodate the increased quality and complexity of modern games.

  • What is the role of corporate bloat in the game development process?

    -Corporate bloat can lead to inefficiencies and delays in the development process due to large teams and multiple layers of approval.

  • How does the approach of CD Projekt Red differ from traditional corporate structures?

    -CD Projekt Red uses a more agile approach by having cross-functional teams with representatives from each discipline, which allows for faster and more efficient development.

  • What is the consequence of sending games to market before they are fully polished?

    -Sending games to market before they are fully polished can result in bugs, glitches, and broken features that may not be fixed if the development timeline is tight.

  • Why might some games still have bugs and issues despite having a large development team?

    -Even with a large team, the complexity of modern games and the inefficiencies of the development pipeline can lead to bugs and issues that are not caught before release.

  • How does the expectation for quality in games today differ from that of the past?

    -The expectation for quality in games today is much higher, with demands for high-quality assets, animations, voice acting, and motion capture that were not as prevalent or sophisticated in the past.

Outlines

00:00

🎮 Why Are Modern Games Taking Longer to Make?

The speaker discusses why video games today take much longer and cost significantly more to produce compared to the early 2000s and 2010s. They mention factors like inflation, which has increased labor costs, and the heightened expectations for quality in modern games. Comparing older games like *Fallout: New Vegas*, the speaker highlights simpler game designs, smaller maps, and the reuse of assets, which allowed for quicker production. Today’s games require much higher detail, resulting in larger teams, higher costs, and longer development times.

05:01

🏢 Corporate Bloat and Team Inefficiency in Game Development

The speaker critiques the inefficiency in large game studios, attributing delays in game development to corporate bloat. They draw comparisons to companies like Activision Blizzard and Twitter, where staff reductions resulted in sustained or improved output. The example of teams working in silos—each specializing in one task—demonstrates how the complex pipeline leads to back-and-forth revisions, wasting time and resources. CD Projekt Red is praised for its more efficient structure, where interdisciplinary teams work together, minimizing delays caused by excessive hand-offs between departments.

10:03

⏳ The Challenge of Time Constraints and the Emergence of Bugs

In this section, the speaker explores how time constraints in game development lead to rushed production, resulting in bugs and unfinished features. They describe how iterative back-and-forth processes burn time and money, leading to games being pushed out before issues are fully resolved. This is cited as a primary reason why modern games frequently have bugs or missing features that get addressed later through patches. An example from *Starfield* is mentioned, where a paid mod had a persistent gun reloading issue that went unresolved for months, illustrating how time pressures impact game quality.

🔧 Streamlined Development vs Bureaucratic Structures

The speaker contrasts efficient game development approaches with the more bureaucratic systems found in large corporations. While large structures may be necessary in industries like real estate for legal and financial accuracy, they argue that in game development, these layers slow down production without improving quality. The speaker praises more streamlined approaches, like those used in *Phantom Liberty*, where cross-disciplinary teams can work faster and avoid the repetitive delays seen in large-scale corporate environments.

Mindmap

Keywords

💡Inflationary pressures

Inflationary pressures refer to the economic force that causes an increase in the cost of goods and services over time, which in turn affects wages and production costs. In the context of the video, it's mentioned as a factor contributing to the higher budgets required for game development today compared to the early 2000s. The script cites how inflation has made it more expensive to compensate developers, thus increasing the overall budget for game production.

💡Quality standards

Quality standards in the video pertain to the level of excellence expected in modern video games, including graphics, gameplay, and narrative. The script discusses how these standards have risen significantly since the early 2000s, requiring more resources and time for development. For instance, the comparison between the simplicity of Fallout New Vegas' landscape and the detailed expectations of today's gamers illustrates the increased quality standards.

💡Production value

Production value refers to the quality and expense of a game's production, which includes aspects like animation, voice acting, and overall design. The video highlights that modern games have higher production values due to advancements in technology and consumer expectations. The script contrasts older games with contemporary ones, noting the increased effort and resources required for current titles.

💡Corporate bloat

Corporate bloat is a term used in the video to describe the inefficiency and excess that can occur in large organizations, leading to unnecessary delays and increased costs. The script suggests that some game development studios have become bloated, with too many employees and layers of management, which slows down the development process and contributes to the longer time frames for game production.

💡Agile methodology

Agile methodology is a project management approach that emphasizes flexibility, collaboration, and iterative progress. In the video, it's mentioned as a potential solution to the inefficiencies caused by corporate bloat. The script praises CD Projekt Red's approach, which involves cross-functional teams that can quickly address issues and move projects forward without the need for extensive bureaucratic approval processes.

💡Motion capture

Motion capture, or mocap, is a technology used in game development to record and replicate human movements, creating more realistic animations. The video notes that motion capture is now an expected feature in modern games, contributing to the higher production values and, consequently, the increased time and cost of development.

💡Voice acting

Voice acting is the art of performing voice-overs for characters in games, adding depth and emotion to the gaming experience. The script mentions that high-quality voice acting is now a standard expectation in video games, which raises the bar for game developers and contributes to the longer development times and higher budgets.

💡Reused assets

Reused assets refer to game elements, such as textures, models, or sounds, that are used across different projects or within the same project to save time and resources. The video contrasts the use of reused assets in older games like Fallout New Vegas with the more unique and detailed assets required in modern games, which increases development time and cost.

💡Development pipeline

The development pipeline in game production is the series of stages a game goes through from concept to completion, including design, building, texturing, lighting, and animation. The video discusses how a complex pipeline can lead to inefficiencies and delays, as each stage requires approval and can necessitate sending the project back to previous stages for revisions.

💡Bugs and glitches

Bugs and glitches are errors or unintended behaviors in a game that can disrupt the player's experience. The video suggests that the complex development process and time pressures can lead to these issues not being fully addressed before a game's release, as seen with the example of a gun that doesn't reload properly in a specific game mode.

Highlights

Games today take longer to make due to factors like inflationary pressures and increased manpower and budget requirements.

The Witcher 3 and Mass Effect Andromeda cost around $80 million to make, indicative of modern game development costs.

Fallout New Vegas serves as an example of how games could be developed quickly in the past with simpler landscapes and assets.

Modern gamers expect higher quality in game textures and details compared to the early 2010s.

In 2010, games like Fallout New Vegas were made with reused assets and smaller teams, allowing for quicker production times.

The expectation for higher quality in games has led to an increase in development time and resources.

Corporate bloat and inefficiency in larger studios contribute to longer development times and higher costs.

Call of Duty's development process is cited as an example of potential corporate bloat in the gaming industry.

CD Projekt Red's approach to development, with cross-disciplinary teams, is highlighted as more efficient.

The importance of agile methodology and avoiding bureaucratic hurdles in game development is discussed.

The impact of higher quality standards on animation, voice acting, and other production aspects is noted.

The necessity for companies to periodically reorganize and trim the fat to maintain efficiency is mentioned.

The potential for bugs and glitches due to rushed development and lack of time for thorough QA is highlighted.

Examples of games with noticeable bugs, such as Starfield's gun not reloading correctly, are used to illustrate QA issues.

The benefits of a streamlined development approach, as seen with astrobot and Phantom Liberty, are discussed.

The necessity of bureaucracy in certain fields like legal and corporate real estate is contrasted with its drawbacks in game development.

The challenge of balancing efficiency with quality assurance in game development is emphasized.

Transcripts

play00:00

uh Ryan Manley thank you for the $5

play00:03

Super Chat what's your theory for WHY

play00:05

games across the board are taking so

play00:06

much longer to make than back in the

play00:09

early 2000s early 2010s when they were

play00:12

flying out I think there's a few pillars

play00:14

of it I think this is a good question

play00:16

what's a what's a solid game well like

play00:18

maybe maybe we look at uh Fallout New

play00:21

Vegas or something oh yeah these old

play00:24

school IGN reviews man look at that when

play00:27

they had this weird robotic thing oh

play00:29

this is a throwback but if the question

play00:31

is why are games taking so much longer

play00:34

and so much more manpower and money to

play00:36

make today than they were back then

play00:38

there's the obvious factors such as you

play00:40

know inflationary pressures that make

play00:43

you know it more expensive to compensate

play00:45

people where it's it's now a matter of

play00:49

like you know some people are basically

play00:51

making twice what they were before in

play00:52

terms of actual dollars even though the

play00:55

purchasing power of those dollars is not

play00:57

the same as it was 20 years ago so

play00:59

people are pretty much same spot they

play01:01

were if not a little worse but like

play01:03

that's why the the budget number might

play01:04

just be bigger proportional to where we

play01:06

were back then it might be closer but

play01:08

still like for example The Witcher 3

play01:10

cost $80 million to make is the number I

play01:14

saw 80 million that apparently is in

play01:17

line with the same rough cost of making

play01:21

the uh like Mass Effect Andromeda for

play01:23

example it was like somewhere between 50

play01:25

60 and $80 million for Andromeda

play01:28

nowadays those games would be 2 to3 00

play01:30

million and there's inflationary

play01:31

pressure sure but also I think there's a

play01:33

lot of added costs involved with modern

play01:36

video game production where the teams

play01:39

are a lot bigger because the quality

play01:41

level has gone up with pretty much every

play01:44

aspect so in something like Fallout New

play01:45

Vegas the reason I pulled this up is

play01:46

because Fallout New Vegas is an example

play01:49

of WHY games could have been made so

play01:50

quickly back in like 2010 look at this

play01:53

landscape we have extremely simple

play01:56

architecture in terms of actual

play01:58

buildings the the land masses are

play02:01

extremely simple the big boulders you

play02:04

see over here are just scaled up

play02:07

versions of the smaller rocks you find

play02:09

around the map they're just stretched

play02:12

and are bigger but in the age of

play02:15

2010 you could get away with that it

play02:17

wasn't that big of a deal and Gamers

play02:18

were just kind of used to it that the

play02:19

texture on this rock doesn't look very

play02:21

good if you had a texture on a rock that

play02:23

look like this nowadays people would

play02:26

crucify you I mean it would be totally

play02:27

unacceptable but back in 2010 it was

play02:30

okay to have this much empty space where

play02:32

you can see there's a few rocks plopped

play02:33

around here but one artist could

play02:36

probably create this layout this area of

play02:39

the map everything you see uh and place

play02:41

everything within like a day pretty easy

play02:44

pretty comfortably and when you

play02:45

factoring that this was made with like

play02:47

reused assets predominantly from Fallout

play02:49

3 it was a very iterative process which

play02:51

is why they could pump this game out in

play02:53

18 months but there's not a whole lot of

play02:56

wildly impressive detail or complexity

play02:59

here you know you know it's it's a lot

play03:00

of the same items repeated over and over

play03:02

and over again the maps and levels are

play03:05

comparatively quite small and the

play03:08

quality of individual assets are lower

play03:10

and and all of that so I think that's

play03:12

one reason why Studios were able to pump

play03:14

stuff out so freaking fast compared to

play03:17

how they do it nowadays and it's because

play03:20

I think standards were lower because

play03:22

technology was weaker but also I think

play03:25

in the same vein people were more

play03:28

willing to put up with like shorter

play03:31

stories for like 60 bucks basically they

play03:34

were willing to put up with like smaller

play03:36

scope for 60 bucks and I I actually do

play03:39

think that they still are willing to pay

play03:41

60 70 bucks for a smaller and scope game

play03:43

I think Space Marine 2 is a phenomenal

play03:46

example where it's a a 10ish hour

play03:50

campaign that's 60 bucks but they add in

play03:53

a multiplayer mode and some other stuff

play03:55

it's basically a 360 game but with a

play03:58

2024 Cod of paint on it in a good way

play04:00

and I think it proves that people are

play04:02

willing to spend full price basically

play04:04

but for smaller scope games so long as

play04:06

the quality is high the difference back

play04:08

in like 2010 2009 2008 is that you could

play04:12

have shorter scope games and the quality

play04:14

was high for the time but the difference

play04:16

is the quality standards for 2024 are

play04:20

way higher than they were in 2008

play04:22

because the techn technology has

play04:23

improved and things like that um there's

play04:26

also no doubt like a lot of corporate

play04:28

bloat that goes into this a lot of of

play04:29

the teams that put these games together

play04:32

are huge and perhaps unnecessarily so I

play04:36

think Call of Duty is a great example I

play04:38

read a really interesting breakdown from

play04:40

an investor in Activision Blizzard

play04:43

before they were bought out by Microsoft

play04:45

and he basically was arguing that the

play04:47

company was was uh undervalued because

play04:51

in his opinion the staff could be cut by

play04:55

20 30 40% and the same quality and same

play04:59

quantity of content could be produced

play05:01

for their current catalog he's like they

play05:03

have way too many employees for what

play05:05

they're putting out way too many

play05:06

employees we could cut a lot of jobs a

play05:09

lot of teams and do the same amount of

play05:12

work it's like when Elon Musk walked

play05:14

into Twitter headquarters and fired

play05:16

something like 70% of the staff and X is

play05:20

literally in terms of users bigger than

play05:22

it ever has been you know and he cut 70%

play05:26

of the workforce so I think there is

play05:28

perhaps some bloat in terms of like the

play05:30

Bure uh bureaucratic way that things are

play05:32

set up where you know we've talked about

play05:34

the the difficulties with how like uh

play05:38

bgs for example has run where people

play05:40

like why is it so bloated why does it

play05:42

take so long for them to do kind of more

play05:43

basic things it's because you can have a

play05:45

team over here A Team over here A Team

play05:48

over here A Team over here and each of

play05:50

these is specialized in different things

play05:52

so you could have you know maybe this is

play05:55

the the original writers that come up

play05:57

with like the design for the quest and

play05:59

then they send that concept to the

play06:02

environmental Builders the set Builders

play06:05

the guys that actually make the levels

play06:06

and then they go in here after they

play06:08

designed the level they pass it off to

play06:10

the texturing crew that makes all the

play06:12

materials makes everything look really

play06:14

really good and pretty and so they

play06:15

finish their work they send it off to

play06:18

the um lighting team and the lighting

play06:21

team then hands it off to the animators

play06:23

who are going to take in the NPCs and

play06:26

get them placed and get them doing what

play06:27

they need to do but oh no they just

play06:30

figured out the scene isn't set up right

play06:32

we actually need it arranged this other

play06:35

way because the NPC's what like they

play06:38

can't stand at the bar the way it's set

play06:39

up right now so then they have to send

play06:41

it all the way back here and they have

play06:44

to fix it and then it goes back through

play06:46

and maybe now it passes they do their

play06:48

work and it passes forward to the final

play06:51

like cinematics team but the cinematics

play06:53

team realizes oh God you have a a

play06:56

bookshelf here where the camera needs to

play06:58

go you need to remove the bookshelf so

play07:00

they send it all the way back here and

play07:02

then they send it after they remove the

play07:04

bookshelf all the way back through the

play07:06

pipeline and it lands back here and

play07:09

after they give it the go- ahead it

play07:10

passes all the way through so you have a

play07:12

ton of bloat and wasted time where

play07:14

you're going back all the way through

play07:16

the process multiple times I would argue

play07:19

unnecessarily so and this is how like a

play07:22

lot of companies nowadays work where

play07:24

it's super super bloated based on the

play07:26

Departments what CD project red did is

play07:29

that each of these is like colorcoded

play07:31

right you have different like colors for

play07:34

each each team if we just say that right

play07:38

and they just put teams where they have

play07:40

one person or two people or whatever you

play07:42

want to say from each team working on

play07:46

this in an individual team so you just

play07:49

build a team with those people and so

play07:50

all of this is removed you don't have to

play07:53

deal with all these extra hurdles and

play07:55

Bubbles and certifications and getting

play07:57

one person to sign off on it one person

play07:59

to give the go ahead and then it has to

play08:00

go all the way back through and then

play08:02

this other person has to give their

play08:03

signature for it and blah blah blah blah

play08:05

blah instead you can just have one team

play08:08

that has each discipline

play08:10

represented and they just make the whole

play08:12

level and when they need something they

play08:14

just talk to Tim and then when Tim needs

play08:17

something they talk to Rachel and when

play08:19

Rachel needs something she passes it off

play08:21

to to Luke and Luke fixes it and they

play08:24

can just get it done really really

play08:25

quickly so I think that there's there's

play08:28

multiple things that go into it but I

play08:29

think there's a mixture of higher

play08:33

quality standards on individual things

play08:35

like assets animation quality the demand

play08:38

is much higher now expectations for like

play08:41

motion capture are present when that

play08:43

wasn't really a thing here I mean all of

play08:45

the NPCs walked with kind of these

play08:47

Dynamic animations that everybody else

play08:49

used and it was by modern standards

play08:52

extremely poor whereas now the

play08:54

expectation is that it's much higher

play08:56

effort and higher production value same

play08:58

with voice acting same with everything

play09:00

else that goes into it so standards are

play09:02

way higher budgets are higher because

play09:05

it's more expensive just to pay for

play09:07

people to live nowadays and then also I

play09:10

think there's a lot of corporate

play09:12

inefficiency present at a lot of these

play09:14

bigger Studios that is a result of the

play09:16

company slowly expanding without having

play09:19

moments of real reflection where they go

play09:21

and trim the fat and reorganize and make

play09:24

sure that everything is working as

play09:26

efficiently as it can so it's a good

play09:28

question I think there's just a lot of

play09:30

a lot of compounding reasons you know

play09:33

yeah agile methodology yeah yeah Andrew

play09:36

cohor the last team in the line saying f

play09:39

it it's fine might be why the bugs get

play09:41

through yeah well and even just if you

play09:44

think of it this way like with this

play09:46

setup after all of these headaches each

play09:48

time this happens time is being burned

play09:51

right and time is literally money

play09:52

because you're paying for people's

play09:53

salaries but each time you have to send

play09:56

something back that is expensive in time

play09:59

and money and

play10:00

eventually the big wigs in the corporate

play10:03

office what happens they get really

play10:05

frustrated things are taking so long so

play10:08

what do they

play10:09

do they say well you have to get this

play10:12

done you have to get maybe you just have

play10:15

different uh different little projects

play10:18

you got different little scenes and

play10:21

maybe there's bigger encounters and

play10:22

bigger levels and there's a bunch of

play10:24

like little bitty ones but you have to

play10:26

get all of these through this process

play10:29

within a year it has to get all the way

play10:33

through and some of them go through and

play10:35

they get here and then they get sent

play10:37

back and then they go through again and

play10:39

they make it a little further and then

play10:40

they get sent back over here and then

play10:41

they go through then they get sent back

play10:43

here because something went wrong and

play10:45

then they get approved and they get put

play10:46

in the game eventually they run out of

play10:50

time and they have to start just sending

play10:52

stuff so this one it goes through and

play10:55

maybe they send it back here for review

play10:57

and for fixing something but then they

play10:59

get back to here and they realize they

play11:02

need to send it back again but they

play11:04

don't have time so they send it Forward

play11:06

anyways and they're like we're going to

play11:08

send it through get it to where it needs

play11:11

to be to at least function hopefully and

play11:14

if we have time at the end of

play11:15

development for patches or something we

play11:17

can fix it then which a lot of game

play11:19

studios handle things that way that's

play11:21

fine but what you'll see is that there's

play11:25

going to be a lot of times where that

play11:26

doesn't

play11:27

happen and

play11:29

that's how you end up with bugs and

play11:31

glitches and broken stuff where it's

play11:33

just like how did this make it through

play11:35

QA like how on Earth did they think

play11:37

that's okay then there's other cases

play11:39

where it just literally makes no sense

play11:41

in the Starfield video I just put up a

play11:43

like a few minutes ago on the big

play11:46

channel that that

play11:48

gun still doesn't reload from the paid

play11:51

mod it still doesn't reload in first

play11:55

person if you swap to third person the

play11:57

gun reloads if you stay in in first

play11:59

person it won't reload and that's a $7

play12:02

quest to get that gun it doesn't make

play12:04

any sense it's baffling but that's

play12:06

months after that Quest was dropped

play12:08

right for that like how does that happen

play12:11

I don't even know with bgs that's why

play12:13

it's so

play12:14

confusing because you would think they'd

play12:16

get to maybe here and then they realize

play12:19

hey the gun doesn't reload and they'd

play12:21

send it back to like a programmer to fix

play12:23

it and then it passes back through and

play12:25

they fix it for

play12:28

bgs they seemingly just like sent it in

play12:31

here it went through the

play12:32

pipeline they sold it for $7 and because

play12:36

they already released it they literally

play12:37

just don't care enough to fix it so

play12:39

they're just not going to touch it again

play12:41

it's been months and it still is broken

play12:44

it's still broken the astrobot folks

play12:47

said they use the same approach as

play12:48

Phantom Liberty which is another

play12:49

Showcase of the benefits to that

play12:51

approach yeah I think it's pretty clear

play12:52

that it just it works more efficiently

play12:55

than the big corporate structure the big

play12:56

corporate structure is beneficial for

play13:00

some workloads and for some types of of

play13:03

stuff where multiple layers of approvals

play13:07

are useful so think like legal stuff or

play13:10

or like what when I worked in um in

play13:12

corporate real estate when we would have

play13:13

a listing we would go through and we

play13:17

would have like the marketing guy look

play13:18

at it and they would go and check it out

play13:21

and then they go through here and then

play13:22

they go through there and there were

play13:24

many many layers of approvals but it's

play13:26

because we didn't want to get into a

play13:27

situation where we were posting

play13:29

something and then like accidentally

play13:31

revealing wrong information that causes

play13:33

people to lose hundreds of thousands or

play13:36

even millions of dollars right so in

play13:40

some Fields I think it makes sense to

play13:42

have that bureaucracy right to slow

play13:45

things down so that we really get it

play13:47

right hopefully the problem with a lot

play13:49

of these companies though is they're

play13:50

slowing it down and they're still not

play13:52

getting it

play13:56

right he took my thinge

play14:02

red flag red

play14:06

flag 16 times the detail

play14:12

[Music]

Rate This

5.0 / 5 (0 votes)

Связанные теги
Game DevelopmentProduction CyclesInflationary PressuresQuality StandardsCorporate InefficiencyTechnology AdvancementBudget ConstraintsTeam SizeDevelopment ChallengesIndustry Trends
Вам нужно краткое изложение на английском?