>>15430260
>the budget is technically unlimited if each increase is approved
>talking about crunch time again and said longer dev cycles would mean a less stressed environment for workers
Did nobody at that think tank mentioned that these are contradictory or at least have the potential for that?
In a soft budget model, what dictates if you get the next parcel of cash is the milestones you achieve, so even though you might get 5 years or more to develop a game, realistically you still have short term goals to work towards, something like having a vertical slice in 6 months, have working multiplayer in another 6, etc.
You'll end up putting pressure on the workers anyway for the sake of getting the next payment to keep afloat and you'd actually remove the incentive to finish the game since the focus will constantly be finishing milestones instead.
Byt this I mean that the work won't be seen as one long continuous and fluid process but rather every single milestone might not even have anything related to the previous one. It's not that devs will delay as long as possible to keep receiving money, but rather that when they finish, the whole game will seem like a mishmash of terrible ideas since each one was implemented for the sake of a milestone, not because it fits the whole project.
>Difficulty
Did nobody mentioned Cuphead? Because that's exactly what they mean, having content you can only access by playing a certain difficulty.
I can see where they are coming from since not everyone can play the hardest modes, so if you wanted to sell to more people, including those casual players, you can't give them a game they can't see part of it because they suck.
This isn't neither bad nor good, but quite frankly, it will just end up being Bethesda Tier of difficulty where it only changes the damage you deal and receive and nothing else…
>multiple sources of income per game (initial sale, DLC, online skins)
>good
AHAHAHAHAH
The only reason anyone has to pay for a game instead of pirating it is because they want the company to make more in the future. They are not paying for the game they get, they are paying for the next one.
The best way to make money is to win trust and show the players you can make something amazing that they like to play, so they believe in you and give money so they can get more games in the future.
It's a back and forth of trust and respect between Devs and Players. If you break this cycle, it's gonna be a crap ton of work to regain and might not even work, but if you keep it up, it's like printing money. That's basically the relationship Nintendo has with it's fans for instance, and that's why it's still going strong.