Productivity, production tools, and production relationships

Source: Internet
Author: User
In the 8-digit era, game developers need to develop pixel-based creative software to create game content-a high threshold for game development, but also a high margin.

In the ID age, game developers use the in-house editor to create checkpoints-where grassroots developers appear, they also support themselves. In the PS2 era, max/Maya/xsi has become the main tool for content creation-games have become a mainstream culture, and developers can make money and lose money. Next Generation, let alone our production tools-games have become hard to make money, even if AAA has to outsource a lot of work to low-cost labor markets, such as China, India, Ukraine, etc, otherwise, the game development costs cannot be met. If it is not outsourced, You have to quit and make small-scale games. Why? Production relations and production tools determine productivity. One of the reasons: the development of the gaming player market and hardware puts forward greater productivity requirements, while our poor tool vendors, max/Maya/xsi/ZB/PS did not develop in response to productivity requirements. The second reason is that oligarchy publishers and rigid publishing contracts impose a high threshold and limit the emergence of innovative games. When there is a conflict between productivity and production tools, we usually use the power of technology to improve the tools. In this case, adsk and adbe are not ideal enough. I don't know what will happen. When there is a conflict between productivity and production, it is usually the revolution-what happens, that is, the rise of the digital download platform and independent games.

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