According to Devolver co-founder, large-scale game development is being "crushed under its own weight

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According to Devolver co-founder, large-scale game development is being "crushed under its own weight

Devolver Digital named it by championing the independent opening The little guy in games like Human Fall Flat, Children of The Sun, Cult of The Lamb, and, honestly, most of the quirky indie games you can think of, but its co-founder, Nigel Lowrie, competes with the live-service game and is currently the most popular game in the world. I admit that being present in a gaming environment is not the easiest thing to do. 

At the last game developers conference (GDC) in mid-May 3,Lowrieはゲームとのインタビューでこれらの問題について議論しましたIndustry.biz And what it means for publishers. "We are on the edge of maybe small-medium size. But at the bigger end, it feels like [game development] is a bit crushed under its own weight," Lowrie says. "Consumers are tied to some of these really great live service games, but there's not much time they can spend. So there are more and more huge games that have been launched, asking for a huge amount of time, but not just available for people to play.

"Hell Divers is an excellent example. I play a lot of helldivers with my colleagues and friends," Laurie says. "It's hard to pull people away from such a great experience. You are really fighting for time. I think if you're a person who has 1,000 people making one-person, self-publishing studio or live service multi-generational games, you still compete for that player's time we avoid big games obviously because of the momentum they have with the press and influencers, but then you're not the only one. We also think of consumers"

Recently we've seen this happen to many people as well as Helldivers2. Earlier this week, Hades2shadow fell into early access, but given that it has already hit 100,000 simultaneous Steam players, more than a few people are pleased, but some are not very happy with its arrival.

A few people have pointed out that the shadow that casts a large-scale expected game can ruin the release schedule of other developers. "We're happy that the sequel to the massive indie game is going well, but we can't stop shadowdropping mainly because of the anticipated game," Richie Dewit, founder of Bear Knuckle, a business development consultant, tweeted. "It's a massive fuck you, respectfully, to your mates who (in most cases) had to squeeze out a minimal marketing budget to the maximum."

But it's not just a popular game that brings competition to the release of Devolver, as Lowrie also touches on how difficult it is to compete with subscription services: "On the [developer's] side, you have to convince people to put money for your game." There are 100 or 200 games to play and you need to convince people to put money for this service rather than your game. It causes a bit of a problem.

However, he points out that this may not be as big a problem as it used to be. "Subscriptions like Game Pass are getting worse: it seems a bit obtuse to the number of people who are actually [using them]," Lowrie says. "Sometimes you hear the number of subscribers of these services, so you really do not know. And you do not know how active they are.

These comments were often made before the recent news that Microsoft would close 4 game studios, including Tango Gameworks and Arkane Austin. However, according to Xbox's Matt Booty, it's still a good fit for the current situation, given how competitive the release is, and also the "need for smaller games."

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