Certainly true in the micro as well as the macro! Your observations on Jump’s success put me in mind of the stockholder-driven game conglomerates (largely in the west) that are too beholden to a quarterly cycle to hold out over the long production times of AA and AAA games, let alone nurture talent and teams over several releases. Maybe the longer development time and size of investment makes it just harder to do that in games overall?(although Nintendo stands as a counter-example.)
Definitely a counter-example. They spent five+ years honing the very first Pokemon title. Admittedly they put most of the onus on the outside developer, but still. They get that quality means time, and are willing to spend the money.
“Time + People = enduring hits” is a lesson I wish more game developers learned.
How many localizations I wish we'd had more time on!
Certainly true in the micro as well as the macro! Your observations on Jump’s success put me in mind of the stockholder-driven game conglomerates (largely in the west) that are too beholden to a quarterly cycle to hold out over the long production times of AA and AAA games, let alone nurture talent and teams over several releases. Maybe the longer development time and size of investment makes it just harder to do that in games overall?(although Nintendo stands as a counter-example.)
Definitely a counter-example. They spent five+ years honing the very first Pokemon title. Admittedly they put most of the onus on the outside developer, but still. They get that quality means time, and are willing to spend the money.