via N4G: pc news feed http://ift.tt/1rtEpO7
Tuesday, March 25, 2014
News::BioShock Infinite: Burial at Sea Part Two Review | God is a Geek
via N4G: pc news feed http://ift.tt/1rtEpO7
News::When studios regularly start hiring stars we’ll see the real cost of blockbuster game development
As we march forward into a new console generation, one thing we can expect to see more of are highly polished, story-driven games. These games will feature impressively rendered characters with many more layers of even higher fidelity motion-capture animations, brought to life through the voice work of extremely talented professional actors. These stories and characters will increasingly be imagined and written by top-level writers – both those with years of game writing experience as well as those who are able to successfully transition from other media. In the console space, over the course of this generation, I think it’s safe to predict that well-crafted and highly polished narrative will be more important than ever before, and will reach new heights of quality.
Of course, it also goes without saying that all of these things have costs. The exponentially increasing costs of higher fidelity rendering and animation are costs the industry is familiar with confronting in each new console generation. Many publishers and developers have spent the past few years laying the foundations that will allow them to absorb and manage these costs, and they are now well prepared for them. But there are also new costs that the industry has not historically had to manage. As we seek to improve the quality of our stories by bringing in big-name writers from film or television, and as we look towards bumping up the marquee value of our story-driven games by using famous actors to voice our characters, we will encounter not only new costs, but new ways of doing business.
Guilds, unions and agents and the associated overhead of working through them to access this new talent come with all kinds of costs that game development projects are not accustomed to absorbing. The cost for three days of voice recording work from an unknown actor may be much higher than the cost of three days of work from the sound designer on the development team who integrates all the voices, but it is almost laughably insignificant compared to the cost of three days of full-body, facial and voice performance capture from a well-known star. A star does not fly through a public airport and spend four nights at the Standard, taking a cab back and forth to the recording studio. A star flies on a private charter with their family and stays in Beverley Hills. A star has a driver, and a car, and needs a trailer and a voice coach and a catered lunch. A star needs handlers and assistants to make sure everything runs smoothly so they can focus on their work without distraction. If there are changes needed to the script, the writer might need to be flown out, meetings scheduled, rewrites done, and changes validated by various leads and directors back at the studio. Everything might be delayed for a few days – schedules shifted, flights rebooked, housing extended, tutors flown in for kids missing school…
If you’re a game developer reading this, you may be laughing at how ridiculous it sounds. You’ve probably taken your share of economy-class, red-eyed flights with three connections to share a hotel room with three other people to work 16-hour days at E3, and then had your expense report rejected for going above your $50 per diem because of a $49 cab ride you had to take when both backup power supplies for the console you were demoing on melted and you needed to go to Santa Monica and borrow one from a friend working at another studio.
The reality, though, is that these costs are not ridiculous. They are not ridiculous because film-industry-style production management has figured out how to account for all of these risks and their associated costs in order to bring a project in predictably on budget – or at least within a predictable margin of error over budget. In a sense, it doesn’t matter what the costs are so long as they are predictably lower than the projected return. Ultimately, the thing that makes the costs predictable is the linear, authored nature of filmic narrative. The script for a movie is a roadmap to its production. If you know how to read it, it tells you how much the movie is going to cost. This is not the case for games. Yet.
As the game industry moves into this brave new world of exponentially increasing costs and escalating demand for higher fidelity characters and Oscar-calibre performances, we have to wonder where the predictability that allows us to account for these costs is going to come from. It’s not going to come from a richer, more meaningful possibility space. Dynamic gameplay, by its very nature, is unpredictable, and as a consequence requires an unknowable amount of time and energy to iterate, polish and refine.
With a six-hour story in hand, written by an award-winning writer, and performed by famous actors, we have a predictable map and a mostly predictable budget. More importantly, we’re armed with the knowledge that the design of the gameplay only needs to be balanced well enough that the average player will not discover how the design degenerates until after the six-hour mark. And once we have that predictability, games will have finally arrived.
The post When studios regularly start hiring stars we’ll see the real cost of blockbuster game development appeared first on Edge Online.
via Edge Online http://ift.tt/NNVUbT
News::Progress Bar Podcast Episode 12
via N4G: pc news feed http://ift.tt/1gV56Ct
News::Bioshock Infinite: Burial At Sea - Episode 2 Review | Gamereactor UK
via N4G: pc news feed http://ift.tt/1gxdTjB
News::VR Survival Horror Montas Released on Steam Early Access
via N4G: pc news feed http://ift.tt/1gxdRbu
News::Vehicle Simulator Prepar3D Getting Oculus Rift Support
via N4G: pc news feed http://ift.tt/1gxdPR1
News::The Gamesmen, Episode 12 Big Handed Hobbits
via N4G: pc news feed http://ift.tt/1gV52CA
News::White Paper Games' Ether One Out Today
via N4G: pc news feed http://ift.tt/1dmbPud
News::Bioshock: Infinite - Burial At Sea: Episode 2 review - MMGN
via N4G: pc news feed http://ift.tt/OVchV5
News::How To Move Like A Pro In Titanfall
via N4G: pc news feed http://ift.tt/OVchUV
News::Warlock 2: The Exiled Video Preview I PCGMedia
via N4G: pc news feed http://ift.tt/1dmbPu1
News::Entertainment Buddha-cast: Episode 1 Dark Souls 2, Titanfall, Second Sons and VR Talk
via N4G: pc news feed http://ift.tt/OVciIv
News::The Music Of Batman: Arkham Knight
via N4G: pc news feed http://ift.tt/1dmbPdA
News::League of Legends Needs Team Builder
via N4G: pc news feed http://ift.tt/1dmbOXg
News::Planetside 2: Community Clash (CC), Pro Arena League (PAL), and PS2 Pickup (PS2P) | GamersSphere
via N4G: pc news feed http://ift.tt/OVcirY
News::GP Picks 3-21-14 | Gaming Precision
via N4G: pc news feed http://ift.tt/1fXhuS4
News::Virtual Calamity: Why VR is not the ground breaking future for gaming
via N4G: pc news feed http://ift.tt/1eJdatu
News::Chevrolet Corvette appears in latest screenshot from The Crew
via N4G: pc news feed http://ift.tt/1eJd98Q
News::Unreal Engine 4 - Latest Tech Demos Showcased + Oculus Rift
via N4G: pc news feed http://ift.tt/1fXhul6
News::Luftrausers Review | The Game Scouts
via N4G: pc news feed http://ift.tt/QaWnXK
News::No picnic basket is safe: Bear Simulator fully funded
via N4G: pc news feed http://ift.tt/1iwnfL9
News::GGTV Review: Power-Up (PC)
via N4G: pc news feed http://ift.tt/1h4LvnI
News::Why Im Still Buying Watch Dogs Despite A Downgrade
via N4G: pc news feed http://ift.tt/1hkBG1n
News::New Tiered Rifts and Ladders coming to Diablo 3
via N4G: pc news feed http://ift.tt/1jpY1kV
News::BioShock Infinite: Burial at Sea - Part 2 Review (Strategy Informer)
via N4G: pc news feed http://ift.tt/1hkBE9M
News::New BioShock Infinite: Burial at Sea - Part 2 Screenshots Release
via N4G: pc news feed http://ift.tt/1jpY00w
News::BioShock Infinite: Burial at Sea Episode Two Review | GameTrailers
via N4G: pc news feed http://ift.tt/1h4Gz26
News::The History of Half-Life Video: For you Die Hard Valve fans
via N4G: pc news feed http://ift.tt/1hks3jl
News::Battlefield 4 Naval Strike DLC Delayed on PC, No ETA
via N4G: pc news feed http://ift.tt/1hks1I7
News::Warlock 2: The Exiled Preview I PCGMedia
via N4G: pc news feed http://ift.tt/1nWuD7T
News::Titanfall Review: The shape of things to come | Gamer Horizon
via N4G: pc news feed http://ift.tt/1hkitgd
News::Project Spark loses Spark Time microtransactions, introduces Spark Premium
via N4G: pc news feed http://ift.tt/1nWuEbV
News::30 Upcoming Indie Horror Games You Should Be Excited About
via N4G: pc news feed http://ift.tt/1nWuDVE
News::How To Market Your Game To A Community That Hates It
via N4G: pc news feed http://ift.tt/1nWuCB4
News::Strife Preview | NoobFeed
via N4G: pc news feed http://ift.tt/1hkir87
News::SteamFirst thoughts of Half-Life 2: Black Mesa Mod
via N4G: pc news feed http://ift.tt/1hkir7W
News::Which Is Your Favorite Final Fantasy Game?
via N4G: pc news feed http://ift.tt/1nWuCkq
News::Week 6 Of Amazing TitanFall Kills Show Off The Community's Best Moves
via N4G: pc news feed http://ift.tt/1nWuCkm
News::Perfect Woman Preview | GameRevolution
via N4G: pc news feed http://ift.tt/1nWuAJk
News::Epic Norse mythology-based RPG Runemaster gets new screenshot of Midgard, fresh concept art
via N4G: pc news feed http://ift.tt/1iXpqId
News::Batman: Arkham Origins Blackgate Deluxe Gets Some New Screenshots
via N4G: pc news feed http://ift.tt/NNicKW
News::Clockwork Empires Developer Gameplay Walkthrough - City-Building Returns
via N4G: pc news feed http://ift.tt/1jpBsNx
News::Amazon.com Video Game Gold Box Deal of The Week
via N4G: pc news feed http://ift.tt/1jpBsNn
News::The Amazing Spider-Man 2 videos and fresh information
via N4G: pc news feed http://ift.tt/OUBIWD
News::Game Music Daily Week 11
via N4G: pc news feed http://ift.tt/1jpBswZ
News::Cosmochoria Preview | NoobFeed
via N4G: pc news feed http://ift.tt/1jpBvbT