In the meantime you have games like Minecraft, Super Meat Boy and Angry Birds.
It's a world of extremes and I'm shaking my head sometimes. We have mega corporations investing tens of millions to make ONE game, and sometimes the development team is laid off before they can even patch the damn thing once properly, because "it didn't sell enough". On the other hand we have "development teams" consisting of anywhere between ONE guy to perhaps four or five people ending up millionaires because "they made a good game". I'm not sure what to think anymore.
It happened before of course, it's nothing new, the original Mortal Kombat was developed by four guys, see where the franchise is today? Was EA anywhere in the portrait? No. And back then when MK was new we had much bigger names and popularity out there... you know, "things that sell" like Mario Brothers and Sonic the Hedgehog (or if you want to go the combat style games route, Street Fighter II). Or, another example, the original Command & Conquer made it to the Guinness book of records for selling 10 million copies, that was back in the mid 1990's. Then what happened? It attracted attention from a bigger fish. The original C&C was released in 1995, and no later than in summer 1998 there's those guys called "EA" coming in and buying them. Is "buying them" by itself bad? No... or maybe it is. But anyhow what happened after that is what made it bad. First, as a result of the "acquirement" you have people from the original team leaving, which means you lose part of the original "raw talent" that gave birth to what made the original C&C what it was to start with (which was also the very reason of the acquirement).
Then, later on "after the dust fell" you have rushed games, cancelled games and "re-purposes" of titles such as Red Alert 2 having barely anything to do with the original (and don't tell me RA2 was better than the original, please, PLEASE don't). That's of course because sometimes you lose part of the original development team. If those team remained intact in composition and their games' quality was allowed to exist thanks to better longer schedules, then EA wouldn't be bashed on and people would be happy, not to mention that gamers wouldn't care about EA buying smaller companies since in the end it wouldn't affect the game's quality anyway. That would have been the Utopian scenario (and why does it have to remain a Utopia is a real mystery). So, what happens? What happens, sometimes, is when EA buys companies they take for granted that they buy a guaranteed future success, they buy a "label" rather than the people who made that label possible. The "original team", the people, are expendable in their corporate mind. What's important is not the quality in "comparison to the original", what's important is whatever the number following the title of the game happens to be, that it sells a lot.
EA does not care if the story of ME2 or ME3 has changed so much "in comparison" to the original, nor EA would feasibly care about the original writer leaving, oh yeah? Bid deal, just bring in a new guy who can "write something for this so we can proceed with the release as scheduled". They couldn't just cancel ME2 because Drew left, right? Right, so let's just make sure that "ME2" is released, EA's chairman isn't the guy who's going to end up PLAYING the damn thing on his couch when he gets back home from work anyway, and he's not the guy who's going to be disappointed about a game's quality or story, or whatever, and ending up the next morning at the office actually speaking about his disappointments as a gamer to the development team and asking them to rectify it.
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(obvious mockery attempt)
Original team + good ideas = good game
Said good game makes heads turn at EA
EA offers money, expects team's silent nodding
Original team partly accepts, some leave
EA, indifferent, wants sequel
Part of original team unsure how to continue, continues nonetheless
Sequel released as scheduled, rushed, people complain, less quality
EA looks at charts, game sold, mission accomplished
EA wants sequel of the sequel
Team confused, cannot find logic in continuity
EA, indifferent, pays employees, expects results
Team re-routes, reconstruct original game lore, allows "new sequel" to exist
Game released, "fan base" confused, complains, less quality, "bland"
Team feels bad, but proud of new vision, accepted EA challenge feasible after all
EA looks at charts, game sells, happy panda
EA wants sequel of the sequel that was a sequel of the original sequel
Team warns EA of vicious cycle
EA, indifferent, wants game sold, *frowns* points at monitor, "keep working you monkey"
Catalyst kid pops, offers a solution
(/obvious mockery attempt)
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Anyways, in the end, it's all about money.
The actual individuals whom happen to have a real passion for the video gaming development field are the ones we should feel the real pity for. The guys who are working on a game all night at work because they love doing it, rather than because it needs to be released as scheduled. There's a clear distinction to me between a guy working "at it" and despite the tiredness telling himself "man I need more time, I must polish this, screw the bed for tonight, this is important" (and sure he can end up in bed because he can't physically endure the tiredness anymore, but he still THOUGHT about keeping on working anyway exactly because he LOVES working on that), and a guy working at it and dozing off at the monitor thinking "holy shit I'd give anything right now to not have to work on this crap and get home" (and ending up home and being happy to be as far away as possible from the current game that he "has to" work on as a that mere "project #11").
I'm not sure if it's of EA's concern or even their responsibility to employ people whom actually care about their games, or if it's actually up to the employees alone to care about EA's release schedules while remaining silent and just doing their job. I do honestly wonder if EA "asks" specific teams or individually to this or that guy, things like "would you be interested in that specific project?", "would that project be your cup?", "would you like to work on that one?", or do they just tell teams or individuals "here, that's the one you're going to work on next", even though the team or the individual him/herself can't give a rat's ass about such a game genre or such a game's context or perhaps even such a scripting language.
In the end, I know this clearly enough (speaking for myself here). I liked C&C and Red Alert 1, "in comparison" to them Tiberian Sun and RA2 were not "as good", and certainly not better, although "decent" nonetheless on their own. I liked DA Origins and even Awakening to some extent, but DA2 sucked "in comparison", although on its own was rather decent at times, but usually mediocre mostly due to the obvious re-use of levels due in itself to the lack of time they disposed of to work on the damn thing to start with, so they "had to" cut corners to meet the schedule (explainable, but not excusable, in my book). Not to mention that DA2's story is bad anyway, short working schedule concerned or not (and that part of the game's development I believe is certainly not related to the time they disposed of to come up with something as bad as a conflict between Mages and Templars focused mostly inside ONE city for the whole game's duration). I liked Mass Effect 1, it's on the top ten list of my favorite video games of all time, but again "in comparison" I thought that ME2 was decent at times, usually bad and the story is abysmal, let's just not even talk about ME3.
I could keep going about this but I'll stop before I say something stupid which might have already happened.