Skip to main content

More pixels, more manpower: Why HD gaming has left us with fewer big titles

More pixels more manpower headerVideo game development is coming to be a larger investment, both in terms of dollars spent and the size of a given studio’s workforce. Longtime Electronic Arts chief creative officer Richard Hilleman ran some numbers, and he figures that the industry is down now to roughly 25 AAA development houses, from the 125 or so that were operating when the current-gen launched in the mid-Aughts. You might think that the studio reduction also diminished the size of the workforce, but that doesn’t seem to be the case.

“What’s interesting is that, if you look at the composition of those teams, the numbers are exactly the same: those 125 teams became 25,” Hilleman writes in a newly released whitepaper for D.I.C.E. Europe. In other words, say there were 5,000 developer-types spread out across 125 teams back in 2005; the same 5,000 people are still around now and working in much larger groups at one of the 25-ish AAA studios. Hilleman’s numbers are estimates of course, but he makes his point clearly enough.

“This has everything to do with the standard definition to HD change,” Hilleman writes. “If you look at the math, that change is about content – richly about content – and as we evolved, our costs went substantially up. And the number of people on teams with that kind of vision went up by necessity.”

Producing HD content simply requires more resources. You need more money, more time, and more people to make use of those resources in creative ways. Hilleman isn’t alone in making this observation. Nintendo’s Shigeru Miyamoto made a similar comment during a recent investor Q&A, revealing that HD game development for the new Wii U console “requires about twice the human resources [as it did] before.”

… the indie development community flourishes more now than it ever has before, and it’s only growing.

This is a big part of why the Wii U’s post-launch library continues to be slim. Third-party publishers are busy prepping games for newer, shinier tech while Nintendo is learning a difficult lesson about the challenges of developing for an HD platform. “We may have underestimated the scale of this change,” Miyamoto said, adding, “as a result, the overall software development took more time than originally anticipated just as we tried to polish the software at the completion phase of development.”

Think back for a moment to the Xbox 360 launch. The hardware was impressive, but the initial offering of games was lacking. For the first time, the people who build games were discovering that better textures and a wider range of visual effects equates to a need for more programmers. Nintendo’s early dominance with the original Wii also speaks to this; just look at how quickly the underpowered console was able to turn out games. Even though it had a shorter life span than the Xbox 360, it released nearly 300 more titles.

The environment is much different now. Major beloved studios like Pandemic, Vigil, 3D Realms, Black Rock, Team Bondi, GRIN, and all things Midway, along with so many others are gone, with many of their most recognizable franchises shelved. Even if Hilleman’s numbers aren’t 100-percent accurate, his analysis is dead-on: there are bigger teams working on a much smaller selection of games.

Richard Hilleman
Richard Hilleman, Electronic Arts CCO Image used with permission by copyright holder

Really, what Hilleman is driving at is the death of the middle tier in games development. The safest plays in the industry are coming out of the bigger studios, while the big risks and innovative steps forward are, for the most part, coming from the indie scene. Many of the studios caught in between haven’t been able to sustain themselves, and the displaced workforces have been moving in one direction or the other.

There’s no place for middle-tier development in the current environment. Why would a publisher risk millions on a production that has only a remote chance of sparking the interest of the mainstream? Similarly, why would a thoughtful creator of games want to risk losing ownership of a simple-yet-innovative concept that might be shut down mid-development by a nervous publisher?

This isn’t a good or a bad thing; it’s just evolution. Bigger teams will continue to deliver the same, familiar concepts year after year, complete with iterative improvements that speak to growing comfort with the hardware. Meanwhile, the indie development community flourishes more now than it ever has before, and it’s only growing. This success in turn emboldens job-seeking programmers to cultivate ideas on their own that wouldn’t fly when there’s a more significant financial investment on the line.

Editors' Recommendations

Adam Rosenberg
Former Digital Trends Contributor
Previously, Adam worked in the games press as a freelance writer and critic for a range of outlets, including Digital Trends…
Fortnite’s Rocket Racing is so fun, it could have been its own game
rocket racing hands on impressions jumping through air

Yesterday, Fortnite began its biggest expansion yet by dropping Lego Fortnite, a full survival crafting game that's playable for free within Fortnite. It was a pleasant surprise, but it isn’t the best piece of new content coming to the live-service juggernaut this week. That honor goes to Rocket Racing, an arcade racing game from the developers of Rocket League that’s available in Fortnite today.

This isn’t a simple kart racer that anyone could have put together in Fortnite’s creative mode. It’s a full-throated, free-to-play game that features 26 tracks at launch and some surprisingly deep driving systems. While Lego Fortnite may have had trouble standing on its own two feet outside of the Fortnite client, Rocket Racing could very well have launched as its own game -- and it still would be the best racing game of its type this year.

Read more
How to get planks in Lego Fortnite
lego fortnite hands on impressions village

 

Collecting resources and building isn't a foreign concept to Fortnite players. A major part of the game, unless you're in zero build, is smacking trees, walls, rocks, and basically everything with your pickaxe to get materials to build basic walls and structures to give you an edge in battle. Lego Fortnite has its own crafting and building system, but doesn't work in quite the same way. Planks in particular are the most essential building material in the game, but you can't get them by simply whacking a tree. Here's a quick rundown on how to collect planks to build your dream world in Lego Fortnite.
How to get planks in Lego Fortnite

Read more
Where to find knotroot in Lego Fortnite
Brite Bomber in Lego Fortnite.

Crafting is at the heart of Lego Fortnite. Without the right materials, you will never be able to get new gear, build new structures, or do any upgrades. And knotroot is a key ingredient in a ton of recipes. While not the rarest of items in the game, it is at the uncommon rarity level, meaning you won't just stumble upon it very often, and certainly not enough to satisfy your need for it. Let's narrow down your search so you can collect as much knotroot as you need in Lego Fortnite.
Where to find Knotroot

Despite being a type of wood, knotroot isn't found in a tree like normal wood. Instead, you will need to head to underground caves to get your hands on some. But before you go spelunking, you will need the right tool to collect knotroot , namely an Uncommon Forest Axe, as the base-level version won't cut it (literally). You can upgrade your axe to the Uncommon level using your Uncommon Crafting Bench with three bones and three wooden rods.

Read more