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Where have all the promising projects gone?!

polycounter lvl 6
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マルコ polycounter lvl 6
I'm confused here, and I need to hear the perspective of people that have been steadily watching things change around here over the past decade.

I had dropped this hobby (3D modeling) a little over 10 years ago, but back then there where always interesting and promising projects popping up, so much so I got to participate (even if only briefly) to the creation of Chivalry: Medieval Warfare and Warstride Challenges, both sold on Steam.

Fastforward today, I've recently decided to come back to 3D and I'm desperately in search of a group making a somewhat realistic RPG (something like the recent Gothic remake so to speak), but noone is - far from that, 
I check the RevenueShare and Collaboration sections often, and they just feel mostly dead...

Maybe you get the occasional post blatantly written by generative AI, something retarded like "looking for a Product & Growth Lead" (whatever the f*ck that is) while they probably don't even have a game to grow - and then, why looking for such position here... forgive my French, by the way.

I don't know, is my view tinted with nostalgia, or there really was a major shift on things? 
And can someone explain it to me?

I've hazarded a guess: 
maybe it's almost entirely Unreal Engine's fault.
Because think about it, why did people come together back then? For how I see it, it was because we where all so much "on our own", you had to find other individuals if you wanted to get anything done and see a glimpse of your game realized, *you had to*!
But nowadays? Beginners can download Unreal Engine, start the Third Person Blueprint project, and get satisfied with the result and move to some other hobby before they even have the chance to do their homework - to look for other people and learn some real and valuable skills together in the process, and maybe develop a passion that would have lead to the completion of a successful project.
Same for Metahuman, and other similar tools, they've made games creation so accessible that they've indirectly killed it.
But also beyond that, beginners can go and buy 20 Udemy's "dummies guide to make a game" courses, shot them straight into their veins and burn-out the same day, developing an intense disgust for making games, no team required!
Something that used to be a fun and relaxed passion & team-work learning and discovery act, transfigured into "do what I do step by step following along this contrived and uninspired trivial project you cannot possibly be passioned about and won't teach you anything of substance, and also will be gone from your brain the same instant this course is over, simply because that's not how people actually learn".
Because if you ask me, people truly learn out of necessity, because *they* have a problem *they need to see solved*, and not because they've systematically watched a video playlist.

It's just depressing, I want to participate to a hobby project like Gothic or Arx Fatalis (an RPG completely set underground), and some people tell you "do it alone, it's so easy with Unreal" ...simply depressing. And... I'm not sure it is worth returning to this anymore, for me at least. I cannot see it leading to anything (again, speaking for me only)

Anyway, that's what I'm thinking, but let me hear what *you* think truly happened, if anything at all.

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  • Vexod14
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    Vexod14 sublime tool
    Maybe look to join BFME reforged ?

    Also maybe there has been multiple shifts occuring that led our industry to this kind-of lack of cool project.
    Covid, where we stupidly increased recruitement hopping to solve a sudden, yet temporary peak of players.
    Layoffs then destroyed lots of studios, lots of good studios, some being around for a decade or two. This has an impact on how you dream about the game you'd like to play, because instead you dream of the job you'd like to have/keep. Devs are more anxious than ever, and investors are also much, much less comfident and supportive if the game doesn't meet stupid expectation on first release week. Some games, if not all, require time to establish a good revenue on the long run. Maybe they apply too hard the rule of avoiding sinking costs.
    Mobile games also flooded the market. We've had a breath of time during covid ironicaly, but even back then we couldn't find enough time to play all the games that already exists. For folks who knew the good old PS1/N64 era, where you could have a good overview of the banket and pick your favourite meal, maybe the actual one offers too much food. Maybe food, well, games, also have an increaded portion of bad taste. I remember that in 2017 two of my colleagues aimed to make a cut in the mobile part of the gaming industry ; and back then, they told me each day near 3000 games were published. We're 10 years later now. And there's AI plague trying to speed up everything including climate change, all at bad costs and for wrong reasons. Things have gone so crazy that finding a good game is a game itself, soooo maybe devs of solid games are more careful on showing it.
  • zetheros
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    zetheros insane polycounter
    I'm sure there's cool projects still being made. After all, 15 games are published to Steam every day, surely people are making stuff and showing it off somewhere. Personally, I'm solo-devving a science-based, sextuple-A WoW-killer.

    Tamriel Rebuilt is still going strong last I checked. I think there's a team making Skywind(?)
  • littleclaude
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    littleclaude polycount lvl 666


    I think the biggest shift wasn't Unreal Engine—it was rising development costs, the collapse of rev-share trust, and experienced developers moving to Discord or professional networks, making public hobby collaborations far less common than they were 10–15 years ago.


    Also the story of how the they guys of VOID Interactive (READY OR NOT) met on PUBG during Covid. 

    Star Citizen polycount thread

    Steam Machine polycount thread
    Thats my two cents :) 


  • マルコ
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    マルコ polycounter lvl 6
    littleclaude said:
    the collapse of rev-share trust,
    Mh? o.o
    How does something like that collapse?? Sounds like something that should be the same always across time...


  • benflight
    I've noticed the same change and it really has been bothering me. I've been doing 3D art for over a decade not counting art school and in that time I've watched my talents grow tenfold but my client pool and revenue stream hasn't improved with me, if anything it's gotten worse. I feel like I spent so much time refining my skills when there's basically a giant gap between the amateur bullshit indie projects with unliveably shit pay and buffoonish expectations that will never get off the ground and the salaried AA/AAA jobs with fair pay that you won't get because the whole industry is competing for a small list of companies that are currently downsizing globally. There is no middle ground, and it really feel like there are no indie studios or small boutique agencies anymore with reasonable pay that know what the fuck they're doing. 

    And that's kinda bullshit, but it really is an investment and structural issue more than it is about Unreal Engine or something which is kinda a weird take. I get what you're trying to say, and one of the reasons I really hate Blender is that its aggressively mediocre community makes it damn near impossible to find answers on how to do anything--small, mundane tasks that any pro does every day, because yes the barrier to entry is lower than paid software and that dilutes the talent pool with a bunch of amateurs, and with the Blender community in particular those amateurs decide to be gatekeepers too. But that hasn't stopped some insanely talented people from doing some incredibly impressive stuff with it, and it doesn't really take away the jobs that would otherwise require blender or any other program for that matter. The only affect it has on supply and demand is that there is a much larger supply of much lower quality talent. And I wouldn't even say that Unreal Engine has the same problem, if anything its potential for virtual production and architectural visualization should be creating jobs. 

    Honestly, the real issue, or I guess a big part of it since these things can rarely be traced back to just one reason, is AI. People think that AI is going to steal their jobs because it is so good it is going to replace their labor outright, but honestly AI sucks at that. AI is destroying jobs that way, but only insofar as it's being forced by ham-fisted execs or venture capitalists who end up tanking their companies or startups in the process and there's no more jobs left because there is no more company left to work for. But most of that already died out at the beginning of the hype cycle as the first casualties of economic darwinism, the REAL reason AI is killing jobs is because its killing any kind of real investment in anything but it. Companies, conglomerates, VCs, private equity, etc. They all got limited funds in their war chest and right now 110% of those funds are earmarked for AI investment. They can't fund new games, or studios, or movies, or exciting projects to work on, because everyone put all their eggs in the AI basket and now there's nothing left for omelettes. Its a black hole for money and wealth, and its incredibly stupid and irresponsible, but Benn Jordan recently did a great video on it suggesting they might not be blindly backing themselves into debt and that the debt itself may be the actual point of some larger leverage scheme to manipulate the world economy. I'm not saying I buy this conspiracy theory 100% but he did make a point that I can't really refute which is that when you have wealth larger than most economies, it makes a sick kind of sense that you make a bigger drop in the bucket of financial leverage by destroying the wealth in those remaining economies than you do trying to increase your profit margins by 1% year over year.

    At any rate, malicious or just plain stupid, there ain't a lot of wealth floating around anymore that would otherwise be apportioned into exciting projects. Can hardly blame a software for that.
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