Is The Five-Year Development Cycle Sustainable?

Is The Five-Year Development Cycle Sustainable?

11
Josh Wise

Games take a long time to make. They often take a long time to play. And we had all better get used to it. In a recent interview with Axios, Matt Booty, the chief of Xbox Game Studios, said, “I think that the industry and the fans were a little behind the curve on sort of a reset to understand that games aren’t two or three years anymore.” Well, what are they? “They’re four and five and six years.” Got that? Games heave and shunt into place now, like that cargo ship that Activision hired to drift into harbour, at the Port of Long Beach, revealing the artwork for Call of Duty: Modern Warfare II. That is games now: hulking, slow, and leaky – built for the long haul.

Or, at least, that is blockbuster games now. (The irony being that Call of Duty is one Triple-A series that delivers a fresh entry on an annual basis – though some, after sampling Modern Warfare II, with its leaning on the prix fixe and the prosaic, may dispute the freshness.) For those of us who are, as Booty says, a little behind the curve, this sounds like a drab state of affairs. One could be forgiven for wishing to cut the curve short and reset the understanding entirely. Five years is a long time, in the churn of pop culture; I can’t help but think that, back in 2015, the notion of a Suicide Squad game must have seemed like a novel idea to Rocksteady Studios. Now, however, after eight years and two mouldering movies, that game, Suicide Squad: Kill the Justice League, seems doomed to arrive ready-stale.

What hope for those studios who like to imagine their fingers firmly on the pulse of the public imagination? The most recent big game that seemed truly prescient was Death Stranding, from late 2019. That walkathon presented an apocalyptic vision of folks living in isolation – their spirits quashed by self-imposed quarantine, waiting to be hooked up to their fellow sufferers with a high-speed internet connection. But few can count, as Hideo Kojima can, on the good world to throw up bad dreams and suffuse their creations with grim relevance. The other approach, best exhibited by Rockstar, is to make games with subjects so broad and resonant that you can count on them swinging back into significance, or else never going out of style.

Red Dead Redemption II began development in late 2010 and came out in 2018, but its grand subject happened to be America, and the crude moral health of those that patrolled its frontier. It could have come out in the 1950s and been no less potent. Hence the long and lavish production time, the months of crunch, and the bulk of the end credits. If you command a bottomless budget, why not employ a lead water artist and a lead vegetation artist, the better to make your landscape flow and flourish? Well, one answer might be: the physical and mental strain on your workforce. Another could well be: it might be nice to have more than one game from Rockstar in a decade. Since the release of Grand Theft Auto V, in 2013, Red Dead Redemption II is the only new game we’ve had.

On the other hand, you may relish this approach. Leave it to the juggernaut studios to deliver the lushest vegetation – the kinds of experience that knock the breath out of you with sheer graphical grunt. It isn’t as though we are short of games to play in any given year. The problem arises when you yearn for something. Fans of The Elder Scrolls, for example, have been chewing their nails for another mainline instalment in that series since 2011. The bad news? “We’re talking about a game that’s five-plus years away.” So said Phil Spencer, the head of Xbox, this week, during the Free Trade Commission’s current investigation into Microsoft’s purchase of Activision Blizzard.

One angle worth considering is that of the creatives. Think of lead vegetation artists the world over, tilling and toiling away on blockbusters; are they happy in the knowledge that their career accomplishments may well be countable on one loamy hand? To say nothing of the fact that these extensive development cycles must surely grind down one’s passion, after a time? Whether or not a five-year development cycle is sustainable will depend on how long we keep buying and playing big games – and expecting those games to politely shove back the generational boundaries and assault us with outrageous detail. There are, however, other possibilities. Consider FromSoftware, which gave us Bloodborne in 2015, Dark Souls III in 2016, Sekiro: Shadows Die Twice in 2019, and Elden Ring just last year.

These punishing adventures favour art direction over graphical fidelity; they are perfectly willing to scar the eye with a scuffed texture or a patch of crummy clipping, as long as it leaves a mark on your memory. Then, of course, there is Insomniac Games, which has released Spider-Man, its sequel Spider-Man: Miles Morales, and Ratchet & Clank: Rift Apart all in the span of four years, and is putting out Spider-Man 2 later this year. Perhaps the studio's name is a giveaway. In any event, Booty's comments don't necessarily speak for the entire industry, and there are plenty of players, and developers, who seem happy to stay behind the curve.

Comments
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  • [I'm sure this already exists to an extent, but needs to be worked on more.]

    Seems to me we need more consolidation is the games industry with studios dedicated not to making full games, but components of games.

    The unity asset store is the best way to explain what I mean.

    Studios specifically tasked with creating premade assets that can be implemented into new games with a little modification, to streamline the process more, supported with an industry-wide decision to switch to a small set of engines instead of many companies having their own requiring they work from scratch.

    Further, we as players need to be more ok with maps/worlds being reused within sequels/franchises.

    I'd rather a game series set in new york [for example] to build the city once and reuse it a few times so they can focus on diversifying the gameplay and story and bring out games quicker, than for them to completely rebuild/redesign it every time at the cost of longer dev times and less iteration on the things that matter.
  • @1 It's a good point and IIRC Ubisoft have been known to do this between their many studios, but then receive criticism of 'resuing assets' or animations.

    It's the only way they can manage to pump out their huge open worlds as quickly as they do.

    Your comment around our expectations as consumers is spot on.
  • any1 else notice that the churned out a sequel to Jedi: Fallen order in 2 years? Or how they used to spew Assassin's Creed games annually for a while. Same thing with call of duty.

    Its possible those games were in development already for years, so i could be wrong.

    As for @1. at the end of your bit, I would suggest that the "New York City" assets be improved over time, in an open source kind of way. As technology evolves, so can the NYC assets.
  • Remember when publishers forced a year and a half development cycle, Pepperidge Farm Remembers Majora’s Mask and New Vegas

    Red Dead Redemption 2 is a masterpiece and no game should try to be like it, not every publisher is willing to put all their developers and resources into just one project for 7 years.
  • @2, I think the criticism for Ubisoft reusing the open world formula is that they do it with practically all of their games, getting re-skinned with a different theme. Reusing assets to a particular series is one thing, but across most of your portfolio is another thing. Almost all their games reveal more of the map by a "climb a tower" method, all of them have "bases" to infiltrate, all of them have some sort of "flag" to collect, etc. In my opinion, it doesn't give your games much identity, and that's where reuse of assets can have a negative impact.

    Regarding the subject of a development cycle... I'm the kind of person who doesn't care if I get to a game 5-6 years later after acquiring it, so development time has never been an issue for me, except for when games are churned out annually with little effort or interest to improve upon said annual release.
  • @5
    What you describe is reuse of game mechanics, not of assets.
    Assets recycling is when you use the 3D-models or sprites of particular objects over multiple games, as well as sounds/sound effects.
    Personally I don't mind asset recycling too much, as long as each new game adds its own stuff and everything doesn't look to samey etc.
    But on the other hand I don't mind long dev-cycles, There is still much more coming out than I could ever play anyway.
  • @3 Fallen Order came out in 2019 and different studios work on AC and COD which is how they’re released annually
  • It does not matter how long the game is in development because it still be released as a broken game. They should work on releasing games that work first from day 1 not waste there time on development cycle.
  • @Goggs - I've read and re-read your comment a couple times now trying to get where you're coming from, but did you really say "they shouldn't bother developing the game for as long, they should focus on... making sure it works"?

    How are they different things?

    I'm not saying you don't have a point about the launch state of some big releases the past few years, but it just seems like a straight-up contradiction to say work on it for less time but also amke sure it works better.
  • @6, I'm aware of the difference between re-using assets and mechanics... It was my error for blending the two as if they were the same, so good catch on that. What I should have said, speaking to Dervius' earlier comment was that I think Ubisoft catches a lot of heat because their games all play the same, using copy/pasted game mechanics, which I think harms the games and even the publisher in the long run. At least that was always my perception.

    Re-use of assets I think is fine, so long as it gets improved upon with each iteration, but like I said previously... It sometimes take me years to eventually get to a game, so dev cycles aren't so much an issue for me.

    However, there definitely needs to be some sort of balance, right? Too short a cycle, and you get something copy/pasted with little effort or quality control. Too long a cycle, and a game has been so severely overhauled, it's lost it's direction. Both lead to an inferior product.
  • I guess that leaves the question, "How long does it take to create a game that isn't totally busted ass when released?"
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