Then I read the article :)
It's even more common among playtesters. Ever noticed how some games seem to go out of their way to avoid any subtlety and repeat the major plot points at least 4 times? Or give way too many hints for the easiest of puzzles? One of the causes is that a game was playtested within an inch of its life.
Someone ended up optimizing a game for the kind of player who doesn't care much, because the playtesters were only there out of a job obligation.
But I've also seen a couple of streamers that can just scan entire pages into their mind in a second and click through text while retaining all the information.
I thought myself a quick reader, but even I was in a disbelief seeing someone read this quick on the first playthrough.
I used to be very much into the story in video games, but at a certain point the overwhelming majority have become so generic and dull that I no longer bother. The biggest offenders are the ones who throw an insane amount of exposition at you before you even start playing. I remember one where I was pressing “A” furiously for minutes, with no way to skip, before anything even happened. I eventually quit the game and ended up returning it without experiencing any gameplay.
A great example of how to do this right is CrossCode. It throws you directly into the action and shows you “this is how the game is going to feel” from the get go. Then it pulls back and gives you the story and a tutorial before carrying on. It was super effective on me. Because in the first few minutes I immediately got a taste for what was to come and liked it, I became much more interested and patient in experiencing the story.
And video game writers in particular? Sometimes it feels like just having a Wattpad account could put you in top 50% of them. I've seen AAAs where saying the writing was "fanfic tier" would be an insult to fanfics. Like they either hire the cheapest people they can get, or give the job to someone like an executive's daughter with big ideas and no ability to execute on them.
A good writer knows the power of "show don't tell", and knows the value of keeping the audience hungry and wanting for more.
Maybe you need VA too
He also blogged the development of tumbleweed park
https://mastodon.gamedev.place/@grumpygamer/1156577401223472...
It's pretty tough getting a game funded right now.
See Clair Obscur. They got funding from the State of France and the French National Centre for Cinema, and the game is 100x better than the slop the big studios publish.
Same reason why Ubisoft isn't just making another Balatro. Industrializing culture isn't (yet?) a solved problem.
The Beatles did only take a few days to knock out each of their earliest LPs. However, per Wikipedia, "the group spent 700 hours on [Sgt. Pepper's Lonely Hearts Club Band]. The final cost [...] was approximately £25,000 (equivalent to £573,000 in 2023)."
So, actually, envelope-pushing cultural landmarks typically do require a lot of effort and money to complete.
But, of course, making games is hard, and sometimes they fail. And now the free tools are getting really good, and smaller studios are becoming increasingly competent. Will we soon see the big ones fall? Their only way to survive is to keep going bigger, escaping the smaller studios to a place they can't reach. Now we have AAAA games. But is there a limit where players stop caring how many As a game has?