Why is it so expensive to make games in the United States?
The high cost of game development in the U.S. is driven by living expenses, inflated salaries, and economic challenges, prompting studios to relocate to lower-cost regions and adapt operational strategies.
Read original articleThe high cost of game development in the United States is attributed to several factors, including a significant cost of living, inflated salaries, and a challenging economic environment. Major companies like EA, Microsoft, and Sony have laid off workers due to rising operational costs, which have outpaced revenue. Startups are also struggling, leading to a trend where new studios are emerging in regions with lower living costs, such as Poland and the Philippines. In the U.S., the average salary for game developers is substantially higher than in these countries, making it difficult for American studios to compete for talent and funding. The pandemic exacerbated this issue, as many companies overestimated growth and expanded too quickly, leading to financial strain when inflation and interest rates rose.
Additionally, the concentration of game developers in high-cost areas like San Francisco and Seattle drives salaries up further. Remote work has had mixed effects; while it could reduce costs, it has also led to increased competition for talent, pushing salaries higher. Industry experts suggest that studios need to adapt their operational strategies and consider funding for "failure" to support the prototyping phase of game development. This approach could help mitigate risks associated with the unpredictable nature of game development, allowing for more sustainable practices in an increasingly competitive market. Overall, the American game industry faces significant challenges that require innovative solutions to ensure its viability.
Related
Why are Japanese developers not undergoing mass layoffs?
Japanese game developers like FromSoftware, Konami, Capcom, and Nintendo maintain stable employment and development, contrasting with global layoffs. Japanese labor laws and long-term focus on talent retention offer industry resilience.
The American Elevator Explains Why Housing Costs Have Skyrocketed
Rising housing costs in the U.S. are linked to expensive elevator construction, outdated regulations, labor shortages, and fragmented industry lobbying. Reforming codes and adopting European standards could improve affordability.
Games don't bring in enough revenue to sustain employees in high-cost-of-living areas ($7B revenue for EA versus $305B for Google in 2023). From the business perspective it doesn't make sense for a game company to pay SF Bay Area tech salaries when it's making so much less revenue, so the result is more and more game development shifts overseas.
Then from the employee perspective, it's already a brutal nights-and-weekends industry. "Crunch time" is normal. If you add to that poor relative pay for where you live, it's just not worth it anymore to chase a dream you once had as a kid.
I personally am much more satisfied with my life as a result of the shift. But it is a sad trend for the US.
Meanwhile, the technical work is very sophisticated and game engineers can work elsewhere, so they justifiably want to be paid well or they will leave to adjacent industries. Plus life is expensive in America. Six figure salary ain't what it used to be. People overseas, including western Europe, will do comparable work for peanuts. Article basically gets it correct. Not sure the problem can be solved. Joe in Seattle wants $150,000. Jozef in Poland wants $50,000. Case closed.
Still, I'm grateful to get to make games with cool people every day. Carpe diem!
Adjusted for inflation, SNES games cost over $100. Now games are 100x larger in terms of content, and while the market has increased, the price is halved at best. $100 got you a game made by 1 or two people. Now $50 gets you a game with a thirty minutes credits roll. Microsoft and Sony offer games for a monthly price, and budget consumers buy games used - such that GameStop captures the additional value.
In 2000 I was paid just over $100k as a game developer. Adjusted for inflation that's $182k. I'd be almost tempted to go back if someone could pay that much, reliably. They don't pay that much and they certainly aren't reliable.
Underlying it all is that the USA is no longer the only industrialized nation in the world, as it once was after everywhere else was bombed flat. So just as countless TV shows are made in Canada and elsewhere, so too games can be made elsewhere.
It seems crazy to discuss gamer salaries without discussing how normally dysfunctional game studios are, with crunch time all year round, intense burnout of young employees, terrible working conditions, and rarely hitting schedule or budget constraints. In other words, there's a huge opportunity cost in reforming the process by which studios make games, and all they need to do is look at TV to see how to do it. Hell, just hiring some television producers would probably bring a level of sanity as-yet-unseen.
Part of what drives high salaries in gaming is the terrible working conditions. You could pay less just by saying "we work 9 to 5 and value quality of life."
No innovation in this market. EA continues to milk the sports series with minimal to no improvements in underlying engine (ie, Sims, FIFA and whatever the American Football one is called now). Epic Games just milks Fortnite (again with microtransactions). Mobile game studios are more like nanotransaction based “games” using tactics from casinos to get older and younger populations to spend money. Activision/Blizzard hasn’t pumped out anything new in a long time and continues to milk their cash cows (Call of Duty, Overwatch “2”).
Riot Games building off predecessors with F2P w/ microtransactions. RG produced games are _okay_, but really only LoL and Valorant are the ones I play.
Indie game studios sort of gaining traction but often overshadowed by larger game studios.
Also let’s not forget the monopoly that Microsoft has over gaming. Want a AAA game? Got to use their proprietary shit (DirectX) to build it and ship it. Probably need to obtain Windows licenses as well for dev purposes.
Some advancements in agnostic APIs such as Vulcan and alternative game engines (bevy). But so far haven’t seen them used in AAA games.
While this is true - in Poland the difference between IT and non-IT salaries are higher than in US, so it's not a good comparison for cost of hiring programmers in particular. The differences won't be as big.
Funnily enough the higher taxes in Poland are the main reason cost of development is effectively LOWER here - because you don't have to save for crazy expansive medical insurances or university funds for your kids - cause it's provided for free by the state - and the private alternatives have to compete with that - so they are cheap as well.
If American studios could find publishing contracts leaving them more than 50% of equity like they used to in 1990s-early 2000s they would be making games much cheaper. Even though you might get cheaper developers elsewhere, few have skills and spend most of the time on learning how to make games through trial and error, running costs up.
I remember how expensive Killzone appeared to the American game developers: the Dutch studio, apparently had hundreds of staff and tens of millions cost in early 2000s, when a better selling American game had been usually developed by a couple of dozens staff for under 10mil.
1. It's too expensive to make a game
2. Employees in the industry don't get paid enough
Similar industries include childcare, where you hear politicians decry the cost of childcare in the same breath and how little the workers in their field are getting paid.
Maybe the costs are somewhere else, not employees? Nope. From the article:
> That cash flow is essential because a studio's operational costs remain fixed (or even increase) while revenue fluctuates up and down. Like most software companies, game development operating costs are derived almost entirely from salaries. And in the United States, there are dozens of factors that drive salaries upward.
So I guess the article is arguing salaries are too high, which is not something you hear too often in the game industry context.
Related
Why are Japanese developers not undergoing mass layoffs?
Japanese game developers like FromSoftware, Konami, Capcom, and Nintendo maintain stable employment and development, contrasting with global layoffs. Japanese labor laws and long-term focus on talent retention offer industry resilience.
The American Elevator Explains Why Housing Costs Have Skyrocketed
Rising housing costs in the U.S. are linked to expensive elevator construction, outdated regulations, labor shortages, and fragmented industry lobbying. Reforming codes and adopting European standards could improve affordability.