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Danieru | 11 months ago
You cannot will a studio into existence with money. Google tried this. Amazon tried this. Microsoft has tried it a bunch of times.
Games can be a good business, I know my studio is, but it is hard in was that traditional business methods cannot cope with.
So Lego, make sure you acquire TT. That is your only clear opportunity to use money to solve this problem. Otherwise find a bunch of Lego fan gamers and hire them to make experimental games for half a decade. Don't listen to that VP who is promising you can push XXXmillion into an org chart and get an effective studio as the result.
phire|11 months ago
TT had a really good engine that allowed them to pump out Lego games at an impressive rate of 1-3 per year. They maintained that cadence from 2005 through to 2019, then they stopped.
In the following 6 years, they have only released a single game: Lego Star Wars: The Skywalker Saga, in early 2022. It's been a full 3 years since they released a game.
They built a whole new engine for Skywalker Saga, so the development time is understandable. But apparently that engine was too hard to work with, so they dumped it and switched to Unreal, which has probably set their development efforts back again.
Now, I'm not saying that studios need to continually release games. Many good studios have long development cycles. But it's a bad sign when a studio suddenly switches cadence, how much of the original TT team is left?
travisgriggs|11 months ago
There’s an assumption that TT is what the success is about, and then a counter claim about recent observed changes.
A very plausible anecdotal hypothesis would be that it was never “TT” per se, but a group of talented people that managed, for a period to find a chemistry that brought them and success together. And that as is so often the case, eventually this group of people lost that chemistry for any number of regularly observed reasons: poached talent, talent attrition, Puournelles Law, change in employer relations, you name it, we’ve seen them all.
So if I were Lego, I’d go find the people that used to be behind the regular success TT had, and investigate whether THAT arrangement could be resurrected in a worthwhile way.
kristofferg|11 months ago
Dwedit|11 months ago
stryan|11 months ago
I think they did hire the guy behind Manic Miners[0], a very faithful and well-done remake of the Lego Rock Raiders game, so perhaps that is their plan.
[0]https://manicminers.baraklava.com/
ehnto|11 months ago
owenpalmer|11 months ago
I love this idea, imagine if Lego had an open game creation platform. So much potential for idea generation.
shakna|11 months ago
Somewhere around the 2015, the beta releases dropped the capability. (Along with infinite landscape.)
There was some rumours about Blockland maybe threatening legal action if they kept it, but nothing concrete, so take it with a grain of salt.
andrewxdiamond|11 months ago
knowknow|11 months ago
https://en.wikipedia.org/wiki/Lego_Fortnite
slightwinder|11 months ago
But Lego is not just big business throwing money at a goal. They have a long history of games, and were probably more involved than just selling out a license.
> Google tried this. Amazon tried this. Microsoft has tried it a bunch of times.
They all tried with new unknown franchises. Lego is a well known name, and the games for them are more advertisement than a money-grab. As long as it's good enough and makes a break even in costs, they will be fine, I guess.
Lego is one of the few companies, probably even the only one in the world at the moment, who should have the best preconditions to not catastrophically fail with this.
> Otherwise find a bunch of Lego fan gamers and hire them to make experimental games for half a decade.
That smells like the road to fail. They should start simple and conservative, build the studio, teams and collect expertise, just make new classical Lego-games. After some years and 2-3 games, when they established themselves, they can start experimenting.
Also, there are already experimental Lego Games. Most of them were not that well received, because experimenting is hard, especially if you compete with Minecraft and Roblox.
rvba|11 months ago
Their costs a lot of money, has bad scripts, old scipts are thrown away. And everything I saw (usually gave up fast) seems to have this "cheap CGI" feel. Yet supposedly it costed a lot of money to make.
debugnik|11 months ago
Does Lego still have any strong original franchises, though? It seems most of their set themes are third-party licenses now, and their original themes can't hold a candle to e.g. Bionicle back when I was a kid.
Then again their most popular games were all Lego Star Wars.
dangus|11 months ago
If they aren't succeeding with WB games they should restructure those studios and try to manage them better, not spin them off.
I see the same thing happening with 3D animated movies where companies like Dreamworks and Illumination are diving heavily into outsourcing. It is technically working for them from a financial standpoint so far but I am not totally convinced it's a true long-term solution.
It just seems like a way to become a valueless middleman in a world where distribution gets increasingly easier by the day. It seems like all their contract studios would be empowered to become competitors in the future.
mrpippy|11 months ago
fumufumu|11 months ago
I have hard of MS's issues. The biggest issue is a game dev team is generally lead by a game-director. It's not a "design by committee, come to consensus" type of thing like software dev is at Amazon, Google, Microsoft. The way work happens is not the same. They might look superficially similar but as a simple example, at typical game dev team is 70% artists, 20% game designers, 10% software engineers (+/-) where as a typical team at Amazon, Google, MS is 95% software engineers.
pjmlp|11 months ago
On the last year before shutting down Stadia, they were finally addressing this.
"How to write a Windows emulator from scratch"
https://youtu.be/8-N7wDCRohg?si=lOU6iTtwi6MS_Bhw
muststopmyths|11 months ago
ekianjo|11 months ago
They had. They just did not end up releasing anything.
watwut|11 months ago
isk517|11 months ago
bluescrn|11 months ago
Find some Lego-loving indie devs and let them go wild. Fund the development of some prototypes, and let them build something that actually encapsulates the creative aspects of Lego, not just a generic action game in a Lego skin.
pjmlp|11 months ago
Which is something that the MBA driven approach of exponential growth will never grasp.
Art and entertainment don't have a mathematical formula for guaranteed growth.
pdpi|11 months ago
golergka|11 months ago
reactordev|11 months ago
I hope Lego succeeds simply to be able to keep producing content and titles but I can’t stop but think there is a new frontier coming that I think Lego should be more focused on. Not console games.
boppo1|11 months ago
transcriptase|11 months ago
Amazon built the most incredible open world pvp MMO, entirely player driven, dynamic, sandbox game someone could hope for. Entire player built cities, territories that could be held by virtue of players actually guarding it, massive guilds, server politics, or you could just ignore it all and do your own thing and explore a huge beautiful realm.
It was called New World (alpha test). Then because it was too novel and perhaps not fun for people who can’t handle that type of game, they destroyed what would have been an incredible hit and rebuilt it from scratch to be a mediocre half-baked clone of every other PVE mmo without realizing you can never make a PVE mmo player happy without endgame loops and a constant stream of new dopamine drips.
And when it failed because they were unwilling to go ahead with something a suit thought was too risky, they gave up.
mcoliver|11 months ago
The reason it can make it harder is because if you don't have the right people being held accountable to make the studio successful on an agreed up timeline along with what the definition of success looks like from top to bottom and a well defined organizational structure that takes into account growth, those unlimited resources tend to result in over hiring before the recipe has been figured out, politics, moving targets, fractured focus, and organizational chaos.
mcphage|11 months ago
fatant|11 months ago
YesBox|11 months ago
>Games can be a good business, I know my studio is
If you dont mind sharing, how many people do you employ/long term contract with? "Games can be a good business" is entirely subjective to the studio's goals. So I guess I'm wondering: is your goal to stay solo+/micro/indie, or are you planning to grow with each successive game? And how big?
Sustainability is something I've been thinking about a lot recently[0]. I'm relatively close to launching Metropolis 1998, which falls squarely in a long tail genre (if done right)[1]. I'd love to build up a studio, in office, and along the way figure out what's the right headcount for my goals.
Whiskerwood looks neat btw. Good luck on the game. I'd love to hear why you chose to go with a publisher this time around? Was it an affordable luxury :P ? Marketing, community management, localization can be a PITA, but it's entirely possible to do even at solo scale.
[0] It is not cheap to operate a game studio that employs local people in the USA. It's frustrating because the COL in the mid west is <= 70% cheaper than the coastal cities (where the vast majority of studios are). There's a lot of cheap land where the industry could be to make art/games a lot more comfortably (ignoring the fact that N% people dont want to live there, which is valid if that's not what they want)
[1] Many people play Rollercoaster Tycoon (1999), SimCity 4 (2003), and the original City Skylines (2015) today. steamdb.info, OpenRCT, subreddit activity, etc.
Shoot me an email if you dont want to respond here?
Danieru|11 months ago
Overall though I'd say: coastal US is a market no one can afford to do gamedev with employees in unless you are a child company of a platform holder. We're based in Japan where cost of living is vastly more reasonable.
Personally I'd suggest you highly question yourself about what sort of studio you want to work in. The environment you want to work in, should be the one you try to make. For me that meant full remote with no offices. I'd honestly be surprised to meet ang gamedev who likes offices and commutes, much less one who list the extra cost.
InsideOutSanta|11 months ago
KolibriFly|11 months ago
breckenedge|11 months ago
Uvix|11 months ago
retinaros|11 months ago