This is why I still play many older AAA games, yet only a few current AAA games, though my machine has enough HP for any current title. Yet current indie games often have this extra, and are on my menu.
You can run a game factory like this, but this inflates the product line on the long run. Only managers will stay, and ideas will not blossom, only the management will execute the same reciepes over and over, and eventually customers will not come without insane sales campaigns.
"Many older AAA games yet only a few current AAA games" I suspect is more due to rose-tinted glasses and survivor bias. There was plenty of crap back then, and plenty of greatness today.
The other comparison with Hollywood is the unrelenting sequelitis. It's even reached the point now where game developers are planning trilogies from the start, like StarCraft II and Medieval Total War: Warhammer.
There is no way a game like the first Portal could have been designed by a game designer, it started as a research project by a developer. Then there are games that do very innovative with the art blending it seamlessly into the design in unconventional ways, like Antechamber. I think there are plenty examples of games that buck the mold too hard for a conventional designer to have been able to make them.
My favorite example is Minecraft and its procedurally generated infinite world, much of the art is in algorithms that create the biomes. Cresting the top of a mountain to see the scenery on the other side for the first time is so simple to do and easy to enjoy in this game. The programmer had to be the designer and the artist to pull this off. I know Notch worked with others but this one facet had to be singular or iterative, not communicated from someone seperate after "designing". This was communicated in code and programmers and artist saw what existed and tried to build something and sharing. There is no good way for a conventional designer to convey the details of an algorithm to build forests and cave systems. It is not a fundamentally unsolvable problem, it is just presently unsolved in my experience.
Perhaps, for certain types of games. But for many types of games there's this subtle overlap between design and programming that defines how the game "feels" to play.
eg. How do digital/analog sampled inputs exactly map to character movement and camera control.
This is an area where having a small core group that understands the technology at play but also has a handle on the design side of how to implement for "fun" can be a huge difference maker.
From a high level design point of view, most action "platform" games have basically the same controls. But anyone who has played, say, Nintendo's Mario games versus most other platform games realizes there is some special sauce in the "feel" of the character movement that is equal parts design and programming/low-level-implementation that wouldn't get conveyed properly in a higher level outsource-ready design document.
If I want to be told stories I usually prefer books, films. (Though I liked Baldur's Gate for eg. which is an opposite of what I usually prefer)
Many game makers mistakenly conflate any kind of success with an endorsement of their game creation skills and assume it will transfer. If the next product doesn't hit the necessary behavioral hooks, it's going to fail, no matter how well your first or main product was received.
Just as in movies and music, the big players rehash the same stuff over and over again because it sells. The dividends from these formulaic products pay for the small fraction of experimental/non-formulaic ("soulful") projects, which typically lose money.
A few weeks ago, I started another new game of Carrier Command.
It's still the same game it was more than 25 years ago when I first started playing but I'm not the same gamer that I used to be so this play-through is much different.
I can't imagine that most of today's AAA titles will still be enjoyable in 25 years. Madden or NBA 2K17 aren't going to have people re-playing them. The Fallout Series probably will but most won't. I'm going to be an old guy again but these games don't feel like someone poured their heart and soul into them the way the old ones did.
Take a look at the release list for the last year, it's sequel sequel sequel.
Once in a blue moon a new IP comes, and people drop their pants like it's the second coming, forgetting that this is how the games industry used to be.
A lot of the time it just really depends on the motivation behind the director. Keep in mind that some of Nintendo's most successful games were from simple observations on the parts of their creator, like Miyamoto watching ants while he was gardening and coming up with the basic concept for Pikmin. Most yearly release games will suffer just because they are yearly release games. Same with yearly release movies.
The difference might be that the contractors in the film and TV industry are all union.
There was a distinct jump in professionalism (and acknowledgement of safety) when I started working union shoots vs non-union.
I'm sympathetic to the game developers, but unionization has been pretty strong eroded outside of traditionally hazardous occupations.
This is even more pronounced in the UK where permanent employee pay is very low, compared to contractor pay. Generally the best engineers all end up becoming either contractors or go into finance where they can get paid well. And unfortunately the engineers who could never get employed as a perm employee also become contractors.
And even if you managed to get in somewhere I imagine you'd be found out and binned pretty quickly.
edit: "typical" for a mid-to-senior level programmer contractor. A "contractor" doing QC in games will not take anywhere near as much.
Outside London as a senior dev you might expect £45k full-time + pension + benefits.
So definitely not at least 2x.
45 weeks is kinda the rule of thumb of contractors, as you don't get paid hols or sick days.
100k is definitely not twice what you get as a permie in London.
There are a lot of reasons why employers hire contractors, some more valid than others.
In my limited experience, it's rarely worth it, mostly because the relevant processes are never in place to ensure that loads of knowledge doesn't walk away with the contractor at the end of the contract
edit:
Should clarify that I'm in the UK.
Could you elaborate on that, please? Thanks in advance!
Their contracts have an expiration so they're easier to get rid of on short notice.
Also they are treated as capital expenditure versus operational expenditure. And I believe that you can do some accounting that is beneficial tax wise to a company.
This is a UK perspective.
Basically some big companies charge their divisions fees for upkeep of facilities, paying the finance team salaries, etc based on the number of employees in the division.
So if you can have ten employees you are only on the hook for $1M/year in corp fees even though you actually have three "consultants" sharing desks with every employee for years-at-a-time. If you added the consultants to the employee roles then you would become a 50 person division, owing $5M/year to the home office.
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The CAPEX vs OPEX thing is a big driver too, of course, but there are definitely ways to classify employees, at least partially, as capex.
It's why you can make an exempt employee fill out a timesheet to charge back projects which you have put into the capex group.
A few jobs ago my group was told to find 80% capex or find new jobs. Most fridays were spent negotiating with project managers in tasks-for-hours swaps.
On demand skills
higher skillset
misallocation of internal resources
internal politics
hanging on to yearly budgets
I could probably think of a few more
Some of the above are perceived by PHBs types as there is always a finite pool of people with the skillset that is needed for the job at the skill level required etc...
> The guy poured his heart and soul into the project and was vested way beyond a paycheck
... so it's kinda sad when productivity isn't the reason.
Yeah, how dare they...