仔细想想看,我们能玩的那么多3A大作其实是很不可思议的事

  • p
    pf67
    你可以看下前面贴的任天堂模式的文章
  • s
    skullgreymon
    黑魂5和血源3都玩不下去了,还是怀念30年前刚出恶魂的时代啊
  • g
    gensuo
    对数字没概念的人别张口就来啊,楼主列举的几个数字跟结论没有半毛钱关系,完全是自抽。

    游戏销售额分成很复杂,大体来说,游戏厂商能赚到销售额的三分之一到一半。5000万投资,一般二三百万销量就能回本了。我完全看不懂你举GTA5这种大成功的例子想说明什么。按照你给出的数字,GTA5销售额32.4亿,即使按三分之一都有10.8亿,而投资仅有2.65亿,利润=10.8-2.65=8.15亿,利润/投资大于300%。而且还有后续的网络收入,之前有新闻说GTAOL内购收入有5亿,这部分几乎是纯利润。赚到这么多钱,你说这是爱?商人的本性就是赚钱,做3A游戏跟做电影大片一个路数,都是高投资高回报,跟爱没有任何关系。

    然后,3A游戏的风险并没有你想象中那么高。现在3A游戏都以知名系列续作为主,品牌效应加上狂轰滥炸的宣传,罕有失手。每年那些沙盒、枪枪枪大作,有几个赔钱了?手游这种红不红听天由命的行当才是风险无法预估。

    再有,3A游戏的数量多么?如你所说,每年不过七八个,也就是游戏界几大霸主在搞。七八个叫"那么多"?到底怎么个多法?

    最后再纠正你一个错误,现在流行DLC商法,一款游戏的真实售价早不止60刀了。
  • x
    x3c
    会这样想的思维误区在于,你下意识认为这半个小时的STAFF列表名单都是围着这一个游戏工作的,事实上对名单里面99%以上的人来说,这个游戏只不过是平时工作中的一个部分而已。
  • c
    cys_pitaten
    一股怀念过去的酸臭味,以后死肥宅估计还得加上“老”这个属性
  • w
    w麦当劳叔叔
    现在的人挺难伺候,做成原汁原味的rpg说没创新,创新了又说变了样
  • C
    C.W.Nimitz
    你拿老一代精品游戏比现在游戏的平均水平太不公平。觉得老游戏特别好的需要看看喷神的视频感受一下下限。

    至于RPG爱好者,这世代3A的确不行了,没啥争议。不过你往二线或者独立游戏看,有亮点的游戏也不少
  • 6
    66666
    就看门狗2现在这销量表现,很可能这个系列就完蛋了
  • 哈罗
    然而这份工作聚集着圈里最顶尖的技术人才,而他们很累很苦逼,收入也无法与付出匹配

    Amy Hennig worked 10.5 years of 80+ hour weeks at Naughty Dog, says AAA not worth it

    When Soren Johnson, the designer of Offworld Trading Company and the host of the podcast, asked Hennig how difficult AAA development was on a personal level,Hennig replied, "Really hard. The whole time I was at Naughty Dog - ten-and-a-half years - I probably, on average, I don't know if I ever worked less than 80 hours a week. There were exceptions where it was like, 'Okay, let's take a couple of days off,' but I pretty much worked seven days a week, at least 12 hours a day."

    And the seven-day working schedule wasn't limited to people on Hennig's level. Johnson posited that weekend work wasn't generally the same, and asked how much of Naughty Dog's team would be present. "A lot of it," Hennig replied. "I mean, Naughty Dog is pretty notorious for the amount of crunch, but obviously in a leadership role you try and do even more."


    While Hennig admitted that she wouldn't change anything that meant she hadn't made games like the Uncharted series, she admitted to having a clearer view of the issue when looking at the experiences of other people. When asked if making AAA games was worth the lifestyle that goes along with it, she replied, "I don't think so."

    "There's people who never go home and see their families. They have children who are growing up without seeing them," she said. "I didn't have my own kids. I chose my career in lots of ways, and I could be single-minded like that. When I was making sacrifices, did it affect my family? Yes, but it was primarily affecting me and I could make that choice. But when I look at other people... I mean, my health really declined, and I had to take care of myself, because it was, like, bad. And there were people who, y'know, collapsed, or had to go and check themselves in somewhere when one of these games were done. Or they got divorced. That's not okay, any of that. None of this is worth that.

    神海之母Amy Hennig在顽皮狗工作10年,平均每周工作80小时,每天近12小时,全周无休,10年来几乎没有例外。名声在外的sony王牌工作室,里面有大量员工和 Hennig一样劳累,近年来出现大量员工离职。在3A游戏工作室供职基本等同于慢性自杀
  • L
    Lunamos
    传统游戏行业的确有大量热爱这个行业才进来的人。美术方面我不太清楚,工程方面,程序员通常有很高的技术水平,却拿着互联网行业一半左右的薪资,还一直加班。一些坚持不下来的人早就去互联网公司或者去做社交网游/手游公司了,留下的都是有爱的人。但长远看来是很难吸引人才了。
    没办法,现在风口就是不在这儿,这次VR的风又没吹起来。
  • w
    windtrack
    仔细想想,我们能住上房子,其实很不可思议
    绝大部分房地产项目投入都在几个亿人民币,并且有着不短的建设时间,需要庞大的施工团队,还需要大笔的营销费用,稍微有个延期就可能资金链断裂,更别提政策大棒加市场销量暴死的风险
    如果不是因为爱,也不会有什么投资人打算进这行当赚钱吧?