Top video game developers sometimes release terrible games. Video games are a high-risk gamble, even more so than movies. The market is unstable and fast-moving, with new disappointments served to players constantly. While this explains why big AAA studios occasionally flop, the full story is more complex. It's tough to pinpoint why good developers produce bad games. Many gamers have their own theories, but few outsiders know what goes into making a game. Reviewers can easily score a game based on gameplay and graphics, but this approach often overlooks the massive effort required to create any aspect of a game. Most players don't understand game development, but that doesn't mean they can't learn about the industry. The video game business is a complex system involving developers, publishers, investors, and news outlets. By looking at these factors together, you can start to understand why bad games get made.
About this list
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Most video game consumers never see a game's whole final product. Gamers drop off in the first third of a game. Only about 30% of players finish a big-budget title. Developers often front-load games, putting the best content at the start.Bioshock 2Bioshock 2 is packed with new sights and mechanics. However, the latter half of the story uses repeated ideas.
This issue affects more than just casual players. Game reviewers face similar problems when they review titles that take hundreds of hours to finish.Game reviewers have time to invest in games.The public wants a review the day a game launches. This creates pressure to finish a review before the release date.
Creators benefit by putting the most resources into the game's beginning.Developers sink the most resources into the start of a game.This strategy causes some of the recent lauded games to have awful final acts.These games have awful final acts.
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Hype acts as both a gift and a curse for popular media. This happens with Fable 3Fable 3 andNo Man's SkyFans' excitement leads to horrible public backlash. Hello Games, the company behindNo Man's Skylacked a PR team during No Man's Sky's development. This put director Sean Murray in a tough spot, encouraging excitement for the game he made.
At E3 2015, Murray showed the game, focusing on planned features and using a pre-scripted level for "just another planet." The press thought this staged sequence was one of many chance encounters. The final 2016 release showed a much simpler, barren world. Take everything as speculation until the public gets the product.
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Games often take a huge amount of time to finish.The Last GuardianThe Last Guardian spentmore than 7 years in development.That time is long for an industry that values innovation. Whole console generations passed during the game's development.
WhenTThe Last GuardianWhen The Last Guardian released in 2016, initial reviews said it played like a PlayStation 2 game. Gaming standards increase fast. Issues accepted a decade ago feel wrong now. A control scheme or interface designed over half a decade ago likely won't meet current expectations.
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Making video games requires writing.Writing is rarely a top priority, which causes bad games.Writing often takes a backseat to level design, character progression systems, and money limits. Even with a great story focus, a game's plot must survive random additions or subtractions with little warning. If a level with a key plot point must be cut for technical reasons, the writer must piece the story back together.
Some games likeTetrisorPlayerUnknown's Battlegroundsdo not need a tight story to be fun. But in games less driven by mechanics, problems surface fast when a weak story gets close inspection. For example, the lore of Final Fantasy XIIIThe game plays like someone pasted fifty bad fan fiction stories into one document. Over one hundred creators make it hard to make a story feel unified. This leads to some disappointing games.
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Mark Rubin, an executive producer at Infinity WardThe difficulty of making AAA games rises fast. Teams cannot make a mainstream title alone anymore. To meet modern standards, big-budget games need original scores, good voice actors, smooth animations, single-player and multiplayer parts, and ways to keep players interested after the main story ends.
Rubin worries that "smaller studios... have trouble making games that fill the big AAA market because they are harder to do." Studios lacking resources, even well-funded ones, face many complex development factors. Ten years ago, many B-tier games hit the market yearly. This type of game mostly disappears now. Smaller games that once sold full price, likeYooka Laylee, now sell for less because they lack "AAA features."
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Video game industry jobs have a reputation for being unstable. Hundreds of people often finish a AAA game. But what happens to them after release? A freelance developer might get a spot on the post-release team or move to another game. More often, the whole team gets fired right away, because entire studios often shut down after a game finishes.
Finding a new job takes time, money, and often moving. Big-budget films also depend heavily on freelance work. Hollywood has workers' unions and fellowships missing from the gaming world. This causes game developers much worry, and that stress definitely hurts the quality of their work.
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Every industry needs return on investment to keep operating. Game publishers need this. Game prices rise yearly, yet new game prices stay locked at $60 since 2006. Steam sales, used games, and Xbox Live's "Games with Gold" program lower game value. Some titles drop 50% in price a month after release. Games rarely make a profit from base sales alone. Creators must find new money streams.stayed firmly lockedThe price stayed at $60 since 2006. Steam sales, used games, and Xbox Live's "Games with Gold" program have lowered game value. Titles often drop 50% in price just a month after release, even at full price.it's rare that games ever turn a profit on base sales aloneCreators need new ways to make money because they cannot rely on base sales.
This leads to bad choices, such asStar Wars Battlefront IIThe game relies on loot boxes; players spend real money for an edge in multiplayer. At launch, some fans thought unlocking a character like Darth Vader or Han Solo would take up to 40 hours.40 hoursunlock a character like Darth Vader or Han Solo without spending extra cash, totaling 4,528 hours.4,528 hoursDevelopers need to find extra money streams.
Before loot boxes, developers offered extra downloadable content with varying quality to earn cash. Fans reacted badly to DLC failures likeThe Elder Scrolls IV: Oblivion'shorse armor, or thebonus levelsinBeautiful KatamariThese bonus levels were locked behind a paywall even though they appeared on the disc. Games likeDragon Age: InquisitionorAlan Wakewithheld any satisfying ending by selling "bonus epilogues.""bonus epilogues."""
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Game developers work with massive overtime. Modern games often finish weeks before release. Periods leading to major development milestones are calledcrunch time.Crunch time is officially called that. Game developer contracts often outline crunch time explicitly, but overtime pay is rare.Game developer contracts frequently and explicitly outline crunch time.Overtime pay is shockingly rare.
Developers do not get guaranteed fair pay after a game releases. Bonuses often depend onquick checks of the game's performance, like Metacritic scores.In 2015, the developers of Fall Out: New Vegas missed a $1 million bonus because the game scored an 84 on Metacritic instead of the desired 85. Linking pay to an arbitrary score demeans the work.Fall Out: New VegasThe game scored an 84 on Metacritic, not the 85 players wanted for a $1 million bonus. Passion doesn't change a bad game's quality. Tying pay to an arbitrary metric feels demeaning.
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The online multiplayer industry is oversaturated as more games seek market space. Most big-budget games include multiplayer, but few keep a solid player base. Multiplayer games need many players for reasonable wait times, yet fans usually stick to one game. This hurts B-tier multiplayer games, like 2017's, as more games enter the market. Most modern, big-budget games include multiplayer, but few keep a solid player base. Multiplayer games need many players for short queues. Most fans stick to one online game. This harms B-tier multiplayer games, like 2017'sLabreakersThe game averaged between 84 and 1,000 concurrent players.This happened just three months after the game launched.
Market oversaturation hits online games. Annual franchises likeCall of DutyandAssassin's Creed have drawn criticism.These franchises release games that feature little newness, which is inexcusable. Once a series succeeds,many companies take advantage of the title's success.This continues until the series gets badly damaged in the public's view.
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Digital Rights Management (DRM) systems always sit in a controversial spot in gaming. Publishers want to stop game piracy, but fans feel strict DRMhinders game preservation.and adds obstacles that make games harder to access.
Games such asHitmanandDiablo IIIThese titles face criticism for their"Always-on" DRM, which stops the game from running for people without good internet. Denuvo caused a fight because it affectedthe game's performanceRime. Denuvo does not admit this issue, but fans widely believe the DRM causes major load times and frame rate problems.
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Publishers spend much money on games; they need a sure return. Since only20% of games make a profit, the only way to guarantee success is to publish games that are sure hits. This mindset lowers the value of taking risks and making new things, because it costs less and is safer to produce a game that looks very much like a past best-seller.Publishers back away from big risks; stick to sure hits. This thinking devalues risk and innovation because making a game similar to a past best-seller is cheaper and safer.
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