


Mat Piscatella of Circana will frequently state what drove the growth. A lot of times in the past year, it has been higher dollar sales from fewer units sold. In this case, it seemed to be a huge influx of people hoping to get a PS5 before price increases, as well as genuine system sellers for Switch 2 and PS5 by way of Pokemon Pokopia and Crimson Desert, respectively.


$10/month for just the cloud streaming of games you already paid for elsewhere (and if I’m not mistaken, there are still limits on which ones you’re allowed to play), which isn’t attractive for many people given the latency and image quality compromises that come along with cloud streaming. You put your fantasy price at $4/month. Maybe that’s what you’re willing to pay, but given that Google put their premium sub at about the same $10/month price, I’d wager the math doesn’t work out to supply it at $4.
Google, notably, also had a hard time delivering the high-end hardware that they promised in their pitch, where you’d never need to fork up hundreds of dollars for a powerful console or graphics card as the end user, because you’d always be sent a stream of the game running on highest settings. In reality, they were often running on much lower settings, because it’s expensive to cyclically upgrade your fleet of gaming PCs to keep up with the latest games.


It’s extremely easy to price something for customers when you’re not the one paying for its capital and operating expenses, so I’m not sure how much value there is in this exercise. Cloud gaming is one that I’m just about convinced will never be able to price itself in a way that people will actually want to pay for it, given those who have tried and failed already.


Many people will claim the USA has suffered inflation, but I think a lot of that has just been price collusion on essentials. The minimum wage is the same.
We can measure inflation. You don’t need collusion on prices when all the way down the supply chain, prices increase for everyone producing the essentials. Minimum wage is the same, but it rarely gets adjusted, and that’s stupid.
It absolutely does increase latency though. If I’ve got the option for steady frame rates without frame gen, I’ll take it over frame gen. Frame gen was just about mandatory for Borderlands 4 at launch, and it gave me a convincing 80 FPS. After a performance patch, the game can get 60 FPS on my machine for real with a few of the settings knocked down, and it feels so much better.
The old adage is that nine women can’t make a baby in a month, but that doesn’t mean that there isn’t a time and place for large team sizes. Large games employ large teams because that’s the only way they get made. I’m definitely first in line to say that lots of large games could stand to be smaller instead, but there are plenty that I like just the way they are, and they’ll need large teams. That means they’ll be expensive to make.
Not so much covered in this article, but the vast majority of the spending is in paying more developers, and executive pay, which is largely in stock, isn’t a large contributing factor. Your favorite game from 25 years ago was probably made by 30 people in 18 months, and now the equivalent level of production value today is made by somewhere between 300 and 1500 people over a longer stretch of time.


You’re not playing 500 games per year. Realistically, you’re playing a dozen or so if you’re a real enthusiast. Focus on the ones you like, support them with your time and money, and the market makes more of them. There are so many good games coming out in a year that I can’t keep up with them; I’ve got a spreadsheet and something resembling an Agile planning methodology to get through them more efficiently, and I still don’t have a chance of playing everything that looks good. Hardly any of those have any microtransactions (I definitely don’t buy them in the ones that do), and none of them waste my time.




I mean, funny enough, I head to a pub to play board games every other week, including tonight. I was more referring to suburbia and sprawl destroying “third places”, as well as younger folks’ tendency to drink less. It’s possible that online gaming expanded our ability to choose our social circle more than simple geography used to dictate.


They are not “most games”. They might be most games you’re aware of, because those games spend the most money on marketing. The type of game you want is downright abundant, and even some of the games you’re ranting about have more substance than you give them credit for, though they may not be your cup of tea.
From last year, check out Split Fiction, The Alters, Kingdom Come: Deliverance II (it has a season pass, but you can take it or leave it), Dispatch, or Clair Obscur: Expedition 33. From this year, I can recommend Escape from Ever After first-hand, and I’ve got plenty on my radar that I hear good things about.


I promise I won’t keep trying to sell you on them after this, but the amount of the game that comes down to reactions will vary wildly from game to game, and I don’t know that I’ve found a feeling in games more satisfying than knowing you outsmarted a similarly skilled opponent in a fighting game. If you’ve got any curiosity about it whatsoever, I’d recommend you check out this video by Core-A Gaming that shows just how wildly different they can be from game to game, with the only caveat being that it starts to feel a bit like an advertisement for 2XKO at the end. And if your curiosity survives that video and you see one that you might be interested in, we can leverage the 80/20 rule and I can help you “git gud” in record time.


My guess, and it’s a personal pet peeve of mine, is that it’s the term that people use to refer to anything that isn’t live service. In this case in particular, it’s a perfect example of how stupid it is for that to be the term we use for that. While both can be played with only one player (so can Fortnite), they were both marketed as games that you would be playing primarily multiplayer.




The layoffs across the games industry over the last two years have been widely framed as a cost correction.
They are. Maybe you were fortunate enough for your 1200-person company to sustain itself on one big hit, but an economic downturn shrinks your audience considerably and makes it tougher for you to break even, and that’s assuming the quality of your game and marketing are just as good as your last hit.
I saw this firsthand while leading the external production team during the development of Immortals of Aveum. The project makes a useful case study precisely because it was ambitious and structurally complex: one of the first major titles built on Unreal Engine 5, with multiple external teams contributing across characters, creatures, weapons, and first-person gameplay assets in a multi-vendor AAA environment.
Maybe the problem was that a brand new team made something so ambitious on their first go?
The question is no longer whether external development is essential. It’s whether the industry is willing to treat production continuity as infrastructure — or continue optimizing for short-term cost while the capability that made AAA possible quietly fragments.
Maybe we ought to question whether AAA as the author knows it is really necessary. We can get excellent production value out of small teams that reduces the risk of not breaking even, and Unreal 5 is pretty damn good at enabling that. There’s an enormous success like Clair Obscur, but then there’s also a more modest success like The Alters or The Thaumaturge. I find it interesting that, despite their name and some pretty undeniable successes, a US studio like Supergiant Games can still measure their workforce in the dozens, not hundreds. I’ll bet they’re pretty good at retaining that talent.


In middle school, in homeroom, I sat behind a guy who could not contain his excitement for MGS2. It was the first week or so of school. Every day it was a countdown to when he could play the game. “One more day, man. One more day until Metal Gear Solid 2.” So the next day, I asked him, “So how is it?” He was shellshocked. “Snake died, man.” Excitement was gone. His day at school was ruined. I didn’t check in with him later, but presumably, a 7th grader couldn’t make heads or tails of the ending of that game, if he made it that far. I didn’t play it myself until a few years later, and it was one of the most talked-about endings in all of video games, because it was so barely comprehensible, at best.


Certain engines form certain reputations, but those people need to see enough counter examples to realize that the engine is just a contributing factor to what the resulting game is. Unity had “a look” for years, because so many devs used the default lighting, but then you realize that stuff like Cuphead, Hollow Knight, and Subnautica all run on Unity, and that reputation fades.






































Last rumor I heard, and plenty of adjacent insiders think there’s merit to the claim, is that Sony is aiming for a ~$600 handheld SKU of the PS6 that would be the “Series S” to the main PS6’s “Series X”, while retaining the traditional console model. I think both of those things are a mistake, but that’s what they’re allegedly doing.