Video summary
Why Games Now Take 6+ Years To Make
Main summary
Key takeaways
Main Argument: Why Modern Games Take 6+ Years
The video argues that modern video games take 6+ years to make due to a stack of interacting production pressures—technical, organizational, market-driven, and sometimes managerial.
1) Higher Graphical Fidelity Massively Increases Workload
- Games require far more detailed assets and more specialized roles than in the past.
- Even background elements that movies would leave implied now must be modeled and built in games.
- Example: An emotional SNES-era Final Fantasy scene that supposedly took only a few people would, today, require a large production pipeline, including:
- concept art
- modeling
- rigging/animation
- shaders
- VFX
- physics
- lighting
- sound
- narrative work
- cinematics
- programming
- voice direction
- composition
- QA
- plus full level/prop work that would previously have been as simple as a “box” scene
2) Bigger Teams Are Harder to Coordinate
- As games grow in scope and fidelity, teams expand.
- Larger teams require more managers/producers and more time spent on communication and alignment.
- The creator highlights how many small and big decisions must be coordinated, and points out issues like:
- people not updating tools (e.g., Jira)
- design docs not being read
- Comparison: Skyrim (smaller team, more co-located work) vs. Starfield (much larger team spread across multiple studios, plus co-development/outsourcing), implying more complexity and time cost.
3) AAA Scope Expectations Keep Expanding
- Players expect vast worlds and many “checklist” features, such as:
- crafting
- skill trees
- high-realism details
- The need to sell enough copies to recoup very large budgets pushes studios toward broader audiences and feature-rich designs.
- That makes it difficult to “scale down” to shorter games.
4) Technical Disruption (Engine/Console Changes and Performance Optimization)
- Switching engines—e.g., Unreal Engine 4 to 5—forces expensive retooling and pipeline/asset rewriting.
- Console transitions add additional schedule pressure.
- Obsidian story (Outer Worlds 2): Engine switching plus COVID effectively cost them about a year, due to reduced efficiency and the learning curve.
- As fidelity rises, performance optimization (frame rate/resolution) becomes more complex, adding engineering time.
5) COVID’s Disruption Extended Through the Dev Cycle
- COVID is presented as a major, underappreciated factor in longer timelines.
- The video emphasizes not only health/logistics, but also how remote collaboration made it harder to:
- work effectively
- check builds
- maintain creative/production momentum
- Studios varied in success adapting to remote/hybrid work—some became remote-first, others struggled.
6) Mismanagement Is the “Spicy” but Central Contributor
The creator argues mismanagement can have the biggest impact on timelines, including:
- Shifting strategies midstream, especially toward “games as a service,” which can force major reinvention
- Examples referenced: Dragon Age: Veilguard’s pivot and return to single-player, and Suicide Squad’s shift to a multiplayer shooter
- Failure to accurately forecast development time, causing churn and unstable planning
- “Six years” may sometimes reflect an originally shorter plan followed by repeated delays
- Executives delaying or refusing decisions
- A Warner Bros. Games culture issue is cited
- Frequent leadership changes and rework, sometimes throwing out months of work
- Key example: Ken Levine’s Judas, linked to a long development history starting around the shutdown of Irrational Games in 2014, attributed in part to repeated changes
- Short-sighted financial decisions, such as layoffs
- These disrupt team chemistry and remove experienced staff, sometimes followed by later rehires
- Giving up on sequels too quickly
- The video suggests Ubisoft canceled what could have been a stronger continuation after Star Wars Outlaws, rather than learning and iterating like successful franchises
- Not using pre-production properly
- Citing Josh Sawyer, the video stresses that major experiments/decision changes should happen in pre-production (often culminating in a vertical slice).
- Retrofitting big changes during production is described as highly risky and time-wasting, because it can force rework and break established plans.
7) Positive Framing: Creativity and Excellence Genuinely Take Time
- The final point offers a counterbalance: great art and careful game design can’t always be rushed.
- Examples of long development times are noted (including Silk Song, Hollowed Halls/referenced Hollow Rid…, and Blueprints).
- The argument is that if long timelines produce higher-quality games, longer dev cycles may be acceptable.
- The creator speculates that big-budget studios will have difficulty shortening schedules without reducing scope/fidelity, and suggests that smaller, more focused games may be the better path forward.
Presenters / Contributors
- Jason (host) — Bloomberg journalist and the speaker on camera (creator of “Jason Talks on a Camera”)
- Josh Sawyer (Obsidian) — referenced regarding pre-production and vertical slices
- Brandon Adler (Obsidian) — director of Outer Worlds 2; quoted regarding engine switching + COVID costing ~a year
- Ken Levine — referenced in relation to Judas
- Bloomberg News — mentioned as the creator’s employer; Bloomberg articles are referenced