Video summary

Why Games Now Take 6+ Years To Make

Main summary

Key takeaways

News and Commentary

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

Original video