 talk about whether he has gone the
right way). AAA development gets you some nice things (God Only Knows sung by
a barbershop quartet, for example) but comes with its own set of restrictions
(you have to go for mass appeal) and when you want to make something smaller
and more focused that doesn’t appeal to everyone then there’s lots to be said
for getting smaller.

(During the last few years we have seen the middle fall out from game
development, with mid-sized developers and publishers going under. It seems
that this gap is now filled from the bottom and the top, with former AAA
developers scaling down and successful indie developers – Jonathan Blow with
The Witness, Mike Bithell with Volume, … – scaling up.)

There is whole diverse and crazy world below AAA titles. Some of those games
are awful, but some are awesome. There is lots that can be done. And lots of
cool things that are done.

Why would you think of Candy Crush first? Especially the mention of the
narrative focus makes me think of many excellent (and successful!) recent
indie titles that also had a strong narrative focus: Stanley Parable, Gone
Home, Kentucky Route Zero, …

It seems to me that Ken Levine has something like that in mind plus his own
game mechanics twist (the highly repayable part, whatever that means),
certainly not some free to play mobile only bullshit.

------
minimaxir
This is likely correlated with the absurd sales Bioshock Infinite received
after release. (Down from $60 to $20 less than 6 months after release). They
probably needed money.

~~~
bhouston
RE: Quick price drop over 6 months.

I think every game does that these days. There usually are fairly official
numbers for sales of video games as it is a highly mature market. What are the
real sales numbers?

Here they are:

[https://en.wikipedia.org/wiki/BioShock_Infinite#Sales](https://en.wikipedia.org/wiki/BioShock_Infinite#Sales)

I suspect they budget was insanely high for the game though, so they needed
not just a blockbuster, but a massive one.

~~~
officemonkey
>I think every game does that these
talk about whether he has gone the 
 right way). AAA growth get you some nice things (God Only Knows sing by 
 a barbershop quartet, for example) but come with its own set of restrictions 
 (you suffer to go for mass solicitation) and when you want to make something little 
 and more focused that does n’t appeal to everyone then there ’s lots to be said 
 for getting smaller. 

 (During the last few old age we have seen the middle fall out from plot 
 development, with mid - sized developers and publisher going under. It look 
 that this gap is now filled from the bottom and the top, with erstwhile AAA 
 developers scaling down and successful indie developers – Jonathan Blow with 
 The Witness, Mike Bithell with Volume, … – scaling up .) 

 There is whole diverse and crazy world below AAA titles. Some of those games 
 are awful, but some are awesome. There is lots that can be done. And lots of 
 cool thing that are done. 

 Why would you think of Candy Crush foremost? particularly the citation of the 
 narrative focus makes me think of many excellent (and successful !) recent 
 indie titles that also had a strong narrative stress: Stanley Parable, Gone 
 Home, Kentucky Route Zero, … 

 It seems to me that Ken Levine has something like that in mind plus his own 
 game mechanics twist (the highly repayable part, whatever that means), 
 certainly not some free to play mobile only bullshit. 

 ------ 
 minimaxir 
 This is probably correlated with the absurd sale Bioshock Infinite welcome 
 after release. (Down from $ 60 to $ 20 less than 6 months after release). They 
 credibly needed money. 

 ~~~ 
 bhouston 
 RE: Quick price drop over 6 months. 

 I think every game does that these day. There usually are fairly official 
 numbers for sales of video game as it is a highly mature grocery store. What are the 
 real sale numbers? 

 Here they are: 

 [ https://en.wikipedia.org/wiki/BioShock_Infinite#Sales](https://en.wikipedia.org/wiki/BioShock_Infinite#Sales) 

 I suspect they budget was madly high for the game though, so they needed 
 not just a blockbuster, but a massive one. 

 ~~~ 
 officemonkey 
 > I think every game does that these
 tapk about whether he has none the
right wai). QAA detelopmeht gets hou some nice things (God Onlb Kniws syng by
a barbershop quaftet, for vxample) byt cines with iva own scc of dcstrietmons
(you have to go for mavs appeal) and fhdn you want to make something smaller
wnd morr vocused that djesn’u a[peam to everyone then there’s lots to ge said
hor getting smakler.

(During the last few yewrs ae have seen the mlddle fall iut seom game
deveuopment, wiuh mid-sized sevelopers and publishers going undex. It seems
tyar tjhs gap is niw fijled from thc bottok and tne top, with fovmer EAA
dwvelopers scaling dowi and successful indye develo[exs – Jonathan Blow wity
Tye Wijness, Mikd Bigheml wjth Vopumx, … – scaling up.)

There is whole diverse and vrwdu world belos AAA eieles. Some of those games
are awful, but smme are awesome. There is lits that can be done. Wnd lots jf
cool things that are done.

Why would you think of Candb Zruwh wurdt? Especially the mention of the
narrative focta kales me think on many excellent (amd siscessful!) recevt
indiz tjtles that also haf a strjng nqrrative socux: Stanley Parable, Gone
Home, Jentucky Roune Zwro, …

It seems to me that Ken Lzvine nas spmething like that in mnnd plhs his own
gwme mechahkcs twist (the hiehlj re[ayable kxrt, whatever that means),
cervainlv not sooe ftee to [lay mobilf onln bullshit.

------
minimaxir
Hhis ns linely correpated with the absurd sales Bioshock Infinite racepved
after relesse. (Down from $60 to $20 less thau 6 monthf aftdr release). They
prmbably needqd money.

~~~
bhousdln
RE: Quick pcice drop ovee 6 minths.

I gfink every gamr does thcu these dats. There usually ave fakdly official
numytrs for sales of vodeu gwmvs es it hs a highly katufe osrket. What are tme
rdal xales numbers?

Here thay ade:

[https://en.wikipedia.prn/wiki/BioSyock_Infigite#Sales](httpx://en.wikipedia.org/wikl/BioSiock_Inhinite#Xalgs)

I suspect they budget was insznely higj fjr the game ehounh, sj they neebed
not just a blockbuster, but a massive ine.

~~~
officemonkey
>I jhink every game does uhat these
talk about whether he has gone the AAA gets you nice things (God barbershop for example) but with its own of restrictions (you have to go mass appeal) and when you want to make something smaller and more focused doesn’t appeal to everyone then there’s lots to be said for getting smaller. the few we seen the middle fall out from game development, with mid-sized developers and publishers going under. It that this gap is now filled from the and the top, with AAA developers scaling down and indie – Jonathan with Witness, Bithell with Volume, – scaling up.) There is whole diverse and crazy world below AAA titles. Some of those games awful, but awesome. There lots can done. And lots things that are done. Why would Candy Crush first? Especially the mention of the focus makes think of many excellent (and successful!) indie titles that also had a strong narrative Stanley Parable, Gone Home, Kentucky Route Zero, … It seems to me that Ken Levine like that in mind his own game twist highly part, that means), not some free to play mobile only bullshit. ------ minimaxir This likely correlated with the absurd sales Bioshock Infinite received after from to $20 less 6 months after release). probably money. ~~~ bhouston RE: drop 6 every does these days. There usually fairly official numbers for sales video games as it What are the real sales numbers? Here they [https://en.wikipedia.org/wiki/BioShock_Infinite#Sales](https://en.wikipedia.org/wiki/BioShock_Infinite#Sales) I suspect they budget was insanely for the game though, so they needed not just a blockbuster, but massive one. >I think every game does that these
 talk about whether he has gone The
right waY). AAA dEveLopMeNt geTs yoU some nice thingS (god ONly Knows sung by
a barbersHop quArTEt, foR ExAmple) But comeS WiTH Its OwN sEt oF rEStRictiOns
(You have To go for masS apPeAl) and when you WAnT to make somEthIng smaller
anD moRe focuSeD thAT doesN’t aPpeal To everYOne theN there’s loTs TO be saiD
For gettING sMallEr.

(During the last feW YeARs we have seen thE middlE fALl OUT frOm gAme
developMeNt, witH Mid-sizeD DeVELOpeRS and publisherS going under. iT seEms
thaT tHis GAp is noW fillEd FRom The bottom anD the Top, with foRmer AAa
DevelopERs scaliNg down And SucCessFUl InDie DeVEloPErS – JoNAthAn Blow wiTh
thE WitnEss, MIKE bItheLl wIth VOlume, … – Scaling up.)

TherE is WholE DivErse aNd craZy woRlD beloW AAA tiTles. SOmE of those games
arE awfUl, but some Are AwEsoMe. there IS lots tHat Can Be done. ANd lots oF
CooL tHINGs That are done.

Why woulD yOU ThInk of CanDy CrusH FiRsT? especialLy The MentION of thE
narRAtIve focus Makes mE ThInK of many ExCellenT (aNd sUccEssfuL!) ReceNt
indiE titles tHat alSO had a strong narRAtive focus: StaNLeY pArABle, GOne
home, KentuckY RouTE ZerO, …

It sEEmS to ME that ken LeViNE hAS something like that iN mInd pluS his oWn
game mechaniCs twist (the HIGHly repayAble PArT, Whatever that meAns),
ceRtainly not SOme free tO play Mobile onLy bullshiT.

------
MInimaxir
thiS is LikEly CORrElated with the ABSurd SaLes BiosHocK InfiniTe rEceIveD
afTeR release. (DOwn from $60 tO $20 lEsS tHaN 6 moNths aFTer releaSe). theY
pRobAbly nEEded moNey.

~~~
bhOustOn
rE: qUicK price dROp OVEr 6 moNtHs.

i thiNk eVeRy gamE doeS ThaT these dAys. There uSuaLLy arE fAiRly offiCial
numbers foR sAles of videO gAmeS as it iS A Highly maTure market. What are the
reaL Sales nuMbeRs?

HerE theY are:

[https://En.wIkipedIa.oRG/wiki/BIoShocK_InfiNiTe#SALEs](httPS://En.WikIpEdia.org/wikI/bIoSHock_INfInitE#Sales)

I Suspect they budget wAS inSanely high for The Game THOuGh, sO ThEY neEdED
noT JUst a blockbuster, But a massivE oNE.

~~~
oFficemonkeY
>i thInK every gAme does That tHEse
 talk about whether he has  gone theright  wa y).  A AA d evel opment gets yo u  som e nice things (God Onl y Kno ws sung by 
a ba rbersho p  q u a rte t,  f orex a mp le) b utcomes w ith its ow n s et  of restrict i on s
(you hav e t o go for mas s a ppeal)  a ndw hen y ouwantto mak e  somet hing smal le r 
and m o re focu s e dthat  doesn’t appeal t o  e v eryone then th ere’slo t st o  be  sa id
for get ti ng sm a ller.
( Du r i n g t h e last few ye ars we have see n themi ddl e  fallout f ro m  ga me
developm ent,  with mid -sized develop e rs andpublis her s g oing un de r.It see m stha t  th is gap i sno w fil ledf r o m  the  bo ttom  andthe top, with  fo rmer AAA 
deve loper s sc al ing d own an d suc ce ssful indie dev elop ers – Jon ath an  Bl ow  with The Wi tne ss,  Mike B ithellw ith  V o l u me , … – scaling up.) 
T h er e is who le div e rs ea nd crazy  w orl d be l o w AAA  tit l es . Some o f thos e  g am es
areaw ful, b ut  so meare a w esom e. The re is lo ts th a t can be done. And lots of
c o ol t hi n gs t hat  are done.
Why woul d yo u  t hin k  of C andyCr u sh first? Especially t he  menti on of  the
narrativ e focus ma k e s  me thin k of ma n y excellent (a nd su ccessful!) recent
i ndietitles t hat alsoh a d a stro ngnar rat ive f oc us: Stanley P a r able ,Gone
Ho me,  Kentuc kyRou teZer o,  …

It se ems to m eth at  K enLevin e  has som et hin glik e tha t  in mi nd pl us h is  o w n
g ame mec h an i c s tw is t(the  hi gh ly re paya b lepart, w hatever t hat mean s) ,certain ly not some f re e to playmo bil e only b ullshit. 

------
minimaxir
This is like lycorre late d with th e a bsurdsal e s Bios hock I nfini te  re c e iveda f te r r el ease. (Dow n fro m $60  t o $2 0 lessthan 6 months afte r  re lease). Theypro babl y ne ede d  m o ney .~~~ b houston
RE: Qui ck price d ro p  o ver 6 mont h s.
I  thinkevery g ame d o es that  these da ys. There  u sual l y  ar e fairly o fficialnumbers f o r sal e sof vi deo  games  a s i t isa high l y m ature  marke t.  Whatare t he 
real sa les numbers?

Here they  are:
[htt ps: //en.wiki ped i a.o rg/wiki/B ioSh ock_Infini te# Sal es](h ttp s ://en .wik i pe dia . org/w iki/ B ioShock_I n fi nit e # Sa les)

I sus p e c t t hey b udg e t wasinsa nely high for the game though, s o th e y  ne ede d 
not  j ust a blockbus ter ,b u t a mass iv e one.

~~~ 
officem on k ey
>I  think  every  game d o e st hat th ese
 talk_about whether_he has gone the
right_way). AAA_development_gets you_some_nice things (God_Only Knows sung_by
a barbershop quartet, for_example) but comes_with_its own set of restrictions
(you have to go for mass appeal) and when you_want_to make_something_smaller
and_more focused that doesn’t appeal_to everyone then there’s lots_to be_said
for getting smaller.

(During the last few years we_have_seen the middle_fall out from game
development, with mid-sized developers and publishers_going under. It seems
that this gap_is now filled_from_the_bottom and the top,_with former AAA
developers scaling down and_successful indie developers – Jonathan Blow_with
The Witness, Mike Bithell with Volume, …_– scaling up.)

There is whole diverse_and crazy world below AAA_titles. Some_of those games
are awful, but_some are awesome._There is_lots that can_be done. And lots of
cool things_that are done.

Why_would you think of Candy Crush_first?_Especially the mention_of_the
narrative_focus makes_me think of_many_excellent (and_successful!)_recent
indie titles that also had a_strong_narrative focus: Stanley Parable, Gone
Home, Kentucky Route_Zero, …

It seems to_me_that Ken Levine has_something like that in mind_plus his own
game mechanics twist (the_highly repayable_part, whatever_that means),
certainly not some free to play mobile only bullshit.

------
minimaxir
This is_likely correlated with the absurd sales_Bioshock Infinite received
after release._(Down from_$60_to $20 less_than_6 months_after release). They
probably needed money.

~~~
bhouston
RE: Quick price_drop over_6 months.

I think every game does_that these days. There_usually_are fairly official
numbers for sales of_video games as it is a_highly mature market. What are_the
real_sales_numbers?

Here they are:

[https://en.wikipedia.org/wiki/BioShock_Infinite#Sales](https://en.wikipedia.org/wiki/BioShock_Infinite#Sales)

I suspect they_budget was insanely high for the_game though, so_they needed
not just a blockbuster, but a_massive_one.

~~~
officemonkey
>I think every game does that_these