Netflix Shuts Down Its AAA Game Studio
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gamefile.news
Add this to how unpredictable success is for the most part (even established teams with dozens of years of experience have struggled to create hits on a regular basis), how deeply competitive the industry is and how hard it is to even recognise a hit if you're not already involved, and well, it's a bad fit for the average non gaming company in general.
Asian companies that have not been under Western influence seem to do better in this regard.
Meanwhile if a game flops for whatever reason, you have to continue investing in it, adding new features, stories, fixing bugs, etc. for it to have the chance of making any new money.
Sure we can discuss about emulators, which are a gray field, and in any case, contrary to film and TV, studios earn nothing with emulators, versus reselling the VHS content in DVD.
Money grabs with DLC everything and loot-box-of-the-week have become bad enough that some governments have begun to regulate them. Very few games can legitimately sustain a subscription model, which companies like NetFlix are accustomed to.
- Bethesda's Starfield and RedFall flops.
- The tumultuous Cyberpunk 2077 story from the darling CD Projekt Red.
- Many masters of their craft have lost their luster after serious flops or stagnation: BioWare, Dice, Arkane, Crytek, Blizzard, Rocksteady...
- The long-term slow death of Ubisoft and its recent big-budget failures with Star Wars Outlaws and Avatar, underwhelming Far Cry 6, also AC Shadows is looking grim.
- EA has all but disappeared from the big picture, it was hated before, but now it's just ignored. They failed to properly take advantage of their Star Wars monopoly.
- Microsoft is volatile, with aggressive acquisitions and aggressive studio closures, seriously struggling to make Xbox competitive, and a Game Pass that will have difficulties in transitioning from a loss-leader to a real business.
- Sony's Concord crash, and generally confused strategy of exclusives vs PC ports/remasters.
- The whole failure of Embracer Group trying to gobble up most of AA.
Only Rockstar seems unscathed, but mainly because they haven't released anything major since Red Dead Redemption 2 (2018) and GTA 5 remains insanely profitable. It would be the first time, but I wouldn't be surprised if GTA 6 was a disaster looking at what has happened to other highly reputable studios like Bethesda, Arkane, Bioware or CDPR.
AAA games are just getting too expensive to make now. They can still be highly profitable when they hit the right notes, but it's so much riskier now, you can end up loosing hundreds of millions unexpectedly. Because of the risk, everyone is forced to make more and more anaemic games, which make the situation worse. There seems to be an industry-wide difficulty in leveraging properly creative and talented writers and game designers, even if they don't cost much.
It would be nice if it was just AAA, but it's not. There have been some recent success stories on AA with Baldur's Gate 3, Helldivers 2, Space Marine 2... But just as many failures too (you don't hear as much about them). Also, there's been a wave of acquisitions and investments from aggressive VC-like money, and even moderate successes are studio-closing failures for them (Hi-Fi Rush, an example of many).
And as usual, there are always a few fantastic success stories for Indie games, but big-picture the market is more saturated than ever and the vast majority of indie developers end up making less than minimum wage.
Tough times.
Sony has two subsidaries making games:
* Sony Music Entertainment Japan (SMEJ) through their subsidary Aniplex. They are not to be confused with Sony Music Entertainment (SME), another subsidary.
* Sony Interactive Entertainment (SIE), who are the PlayStation people and historically Sony's video game division. They were previously Sony Computer Entertainment before they moved to California and rebranded.
* SMEJ and SIE are equals under the Sony Group Corporation conglomerate.
SMEJ more or less minds their own business, their operations concern all entertainment media in Japan including games. Their subsidary Aniplex is their anime, video game, pop music, and overall otaku division.
Aniplex's games have been generally well received, with Fate/Grand Order (developed by DelightWorks and subsequently bought out by Aniplex, this is important for later context below) being the foremost example and others such as all the Sword Art Online games.
SIE loathes SMEJ and Aniplex because their games by comparison have crashed and burned again and again, Concord being just the most recent example of many. They even spun up a game dev studio called ForwardWorks to defeat Aniplex's DelightWorks, but ForwardWorks like most of their other ventures failed while DelightWorks just kept moving along.
SIE is also in the awkward position of approving PlayStation ports of Aniplex's games, despite their hatred.
So if you ever wonder why some of Sony's games are crashing and burning, just remember: It's probably by Sony Interactive Entertainment, and they are too busy trying to drag their fellow co-workers down to be making good games.
PS5 was a real success story despite supply-side struggles the first few years. They still have a highly respected portfolio of exclusives, and now that Xbox is not really competing, they can afford to loosen their grip a bit and cashing-in by also slowly releasing them on PC, generally encouraging players to pay for a game multiple times through remasters and cross-platform ports.
They might not be doing as well with first-party games, but that's fine. Astrobot has been a pleasant surprise and unexpectedly successful.
I know Bethesda wanted a new IP, but literally their audience was begging them to make the stuff they want to play faster and it seems like they ignored it, at their peril.
Agree on everything else, just salty at Bethesda for dropping the ball. I'd also add Valve to the list somewhere as another weird example because they make far too much money distributing games to have as strong an appetite for making them despite a pretty good track record (The hardware... maybe another story)
It must be an underlying systemic issue, they are not stupid. They keep betting big on things that are obviously doomed from the outset to any average gamer, but they are blind to it. They think these bets are safe because they appeal to a wider audience, but they end up making them even riskier because they don't appeal to anyone.
On Valve, they have been doing their own thing for like 15 years. They flirted with being a normal games studio in the Half-Life and Portal era, but that didn't last long. It's not just Steam, most of their games like Dota, Counter-Strike and Team Fortress are still always at the top of the charts in active players, they require such minimal maintenance, and they are wildly profitable due to user generated content and item trading economy. Steam Deck has been surprisingly successful too, and they've taken a decent piece of the pie in VR.
What they seem to do is drop the price and give it another go with updates, but the game has already failed by their standards (it no longer sells at $70). The second life of games always comes from the community.
They underestimate how much gamers want to be involved in the game design process, even by a mere purchasing vote.
Speaking for PC games here.
I think you are right, but this cannot be the whole story, widely successful games have followed this methodology too.
There's a reason Dark Souls 2 is the bad one.
That is a symptom of the investment guarding gremiums not signing off on any risky endeavours which is another symptom- the people in charge of the investment destroying the investment with funny political games.
But AA used to be much more significant before and that's how all the current AAA companies got to where they are now. We've been missing that renewal process for a while, the big players have not felt the pressure from underneath and have stagnated.
And Indie has been a very tough situation since Steam opened its floodgates after stopping Greenlight. Sure indies don't need millions, but the vast majority don't even get thousands. You are seeing an extreme survival bias, if you talk to professionals in the industry you'll hear how hard it is to even stay afloat.
And the horrible prices that they nowadays ask for as well.
Even though I still game, nowadays anything that requires several GB to download, or more than a couple of hours, isn't worthy of my attention.
Sure that will leave out all cool AAA, no FOMO here, a couple of random sessions of people playing them on YouTube or whatever are more than enough to get an idea of their gameplay and that is about it.
Even in my teenage years of Spectrum/Amiga/PC gaming I wasn't burning the amount of hours in gaming that many of those AAA ask for.
all of those big studios are staffed by writers who hate their audience and designers who believe their audience to be too stupid for a system deeper than "damage" and "hp", and they all rightfully deserve to die.
How will they know to go up the ladder or break the crate if it doesn't have yellow paint on it...
Most games are littered with a plethora of unexplainable obstacles like invisible walls, ledges that cannot be climbed, boxes that cannot be opened or broken, ladders and stairs you cannot climb, and doors you cannot go through.
if you were directed in the game to go towards paths that would have inaccessible content, then I don't think painting the ground yellow says anything other than "hey idiot, stop looking around, its over here!", which, to be fair, IS strictly better from a user experience perspective than to simply get stuck due to lacking indication or direction
Valve is doing an amazing job there usually, Super Giant Games as well). Other game devs slap you over the head with it, with markers, popups, and whatnot and don't even let the player do any discovery, an endless tutorial.
and this is exactly why they flop, you're already taking on the exact same burden making something milquetoast vs making something risky, weirdly by watering it down and not rocking the boat and hoping just a scattershot mass of apathetic players will make it worth the investment is exactly why it's failing.
By aiming for the apathetic you're missing any chance at all of fanaticism around what you're making, it's a false economy believing that by watering a thing down you're increasing the chance of success.
Probably the next most anticipated game other than GTA6 is the next Souls game, and if you had pitched the original Demon Souls or Dark Souls in an Ubisoft, Bethesda, California era Sony, Microsoft, EA boardroom they'd have asked you "Who's going to even play something so difficult" yet here we are where Elden Ring made almost $1 billion with 400 employees, put in perspective to UbiSoft one of the most egregiously formulaic companies they managed 2.4 billion in 2023 with 20,000 employees and needing many more games to get to that.
It's naive to think that they are all stupid, it's just not possible. It's not just old soulless corporations, many beloved and sharp studios are falling into the same traps. Even the most savvy and successful newcomers from the Indie scene trying to go bigger fall for this now.
The leading examples are the 4-5 Forspoken-likes we've seen this year that no one was asking for and everyone has forgotten instantly. With derivative open-world action, unbelievably boring story and characters, and that neon-purple magic+tech aesthetic that all studios seem to think is so fresh but somehow they all come up with the exact same thing.
I get that you want to play it safe and copy a proven model, fine, but is it so hard to at least sprinkle it with some decent writing please? Everyone is so hungry for good IP to exploit, but IP is all about characters, world-building and story, and they are skimping on those for no good reason.
I'm sure they hire good writers, but for some reason they are not getting through. The current political mood might be a factor, but there's still a lot of room to play in the politically-neutral space, games have always lived there.
It's not just the big companies making these, it's also every talented studio that got some extra funding to scale-up. I guess it's all about the tech VC attitude seeping in at all levels? Uber didn't need writers... But you'd think money people would at least be good at actually making lots of money. I get all the aggressive monetization and creatively bankrupt cash-grabs, fine, but now they are creatively bankrupt and don't even make any money! Perhaps with some patience the industry will learn the right lessons from this and we are headed towards a new golden age.
Maybe it's more just cowardly, no one on the team in a position of power is saying no, no one stepping up and leading the vision, maybe a fear of being too critical of work in meetings because gaming is a bit of a HR minefield.
I've worked in creative fields and meetings can get heated, can definitely see people not saying as much if they would be worried of being painted a bully or something.
> The leading examples are the 4-5 Forspoken-likes we've seen this year that no one was asking for and everyone has forgotten instantly
This is a case of turning around an oil tanker, around the time they all went into development it all seemed like the next big thing but you're too far into it to change the game significantly so one flops then another then another.
I suspect it's a lot more expensive to find out if you have a good idea with games vs tv/movies.
Ridiculously different. Movie people really rely on the fact they control the camera, and when a movie is done it replays the same every time. That allows a lot of corner cutting which you cannot do in games.
Holywood is dominated by Marvel and a handful of recognizable directors like Christopher Nolan, Denis Villeneuve, Martin Scorsese, Ridley Scott and Quentin Tarantino, and they are struggling to fund and distribute their projects too. Actual cinema theatres are dying a not-so-slow death, accelerated by the pandemic, and streaming seems to be very ineffective for movies unlike TV.
TV is doing okay, but it has obviously declined from the golden-age of Breaking Bad, early Game of Thrones, early House of Cards, Stranger Things... Just off the top of my head. There is still some good stuff coming out but the overall density in quality has dramatically gone down. Netflix and Amazon Prime are not doing great financially, HBO just about managed with the weird Discovery merger, Apple TV remains small (seemingly intentionally).
And the music industry? All but gone really in terms of a real money-maker. There's Talor Swift and all the Spotify beggars.
Is there any creative industry that is actually in a healthy growth stage? Podcasts? There's just too much supply and not enough demand at this point, people have only so much free time.
If you focus on fun and story you'll succeed. Many games studios try to paper over the lack of these things with shiny graphics and cool features. But people play games to have fun.
I think two points are missing here, firstly these companies have hired a lot of proven talent from the games industry, and secondly it is arguable these companies have not been succeeding at executing in any domains for years.
The culture of the tech industry has been completely destroyed, largely by the adtech money hose. Compound that with the difficulties of the games market today and it is not surprising there are problems.
With Netflix rapidly ending shows, even ones that were critically and consumer acclaimed like that Dark Crystal reboot because they didn't hit whatever metric they internally consider a success it was just naive that this would ever play out in a company unable to make 8 to 10 year IP plays confidently.
The best AAA studios on earth still strongly depend on purpose built hardware to deliver their experiences. The broad spectrum of smart media devices is a hellscape compared to Xbox, PS, Nintendo and PC. There is no way you are going to ship something like GTA6 to a Vizio tv without doing rendering on cloud GPUs. Netflix would also have to compete with platforms like Steam, which are already expanding into broader ecosystems.
Probably also needed is patience, which (for example) was missing with Stadia (Alphabet) and with Luna (Amazon).
This is the key with game development. Getting a concept to work is a non-linear path at best.
Most business leaders do not understand this process and will ruin it the instant they attempt to observe and quantify it. I've seen it almost ruin boring-ass B2B SaaS. Fun isn't even an objective here and that's the hard part. Most can't cope with the chaos of this artform when it's done without restraint. I think you have to be moderately insane to run a AAA studio effectively.
The type of people who reliably spend money on AAA games don't want the degraded experience that cloud networking introduces. These days they also understand that they can potentially lose access to their cloud catalog if they are banned, the internet goes down, or if the publisher decides to withdraw titles.
By comparison, buying a PS5 or a Nintendo every 5 years amortizes nicely when the gameplay experience is objectively superior and you have a sense of security that you own the game. Even worse for the business model is the ongoing costs of running burstable GPU clusters at scale - clusters that use a lot more power and are driven by components that are a lot more expensive while also being more prone to failure.
The situation is even worse today with transformers putting extreme strains on commercial GPU supply for the foreseeable future. All this before content licensing and production costs which is its own formidable challenge as netflix already knows. Cloud gaming has no hope of success.
I wonder if it wouldn't have been better to make a dozen games costing $10-20M and build on the successful ones. Base some of them on Netflix series and movies for a little extra marketing.