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    Home»Gaming»‘Video Game DipophoneLisation’ was on full performance in PACS East
    Gaming

    ‘Video Game DipophoneLisation’ was on full performance in PACS East

    PineapplesUpdateBy PineapplesUpdateMay 16, 2025No Comments9 Mins Read
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    ‘Video Game DipophoneLisation’ was on full performance in PACS East
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    This year in Dice and GDC I heard a tendency in the development of the game, which sent my spine down a chill: “Dipophanalization.” A16Z marketing partner Ryan. Rigne Defines itDipophanication is an event operated by overrformance of old titles (especially free-to-play live service games), large studios struggling to run sales, and outdoor success of some single developers and small teams.

    These three forces, they argue, “will combine career professionals from the traditional, professional side of the sports industry.”

    “Some of these people will decide to go to Indi,” he continues. “Others will abandon gaming completely. And a huge spectrum of irregular functioning is available in the middle.”

    Is this trend real? It certainly felt so in PAX East 2025. It is no secret that the Covid-19 epidemic motivated many game companies to decamping from the expo floor, either all-online promotion or intermittent structures for the in-tradition community. The days have come where a part of the development team can get one-one facetime with the players-the shift bus has gone in the supply and demand where there is a marketing.

    But something else lean under the surface. Some notable studios like behavior interactive and Funcom had classic booths on the show floor. Devolver Digital was probably the longest booth on performance – but it was using it to show only three games: Mycopank, Monster Train 2, And BotsuThe remaining location was taken by small publishers and game studios.

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    Wandering through these booths, I found a mixture of really excellent and inspiring games. But it was also found herself bubbling with disappointment. On the performance, some developers were working on big teams with three people. He talked about the publishers who sometimes wanted expensive offerings as part of his pitch deck. Short -term contractors seemed to be the best way to plug the gaps. Why did it seem that in such a less proper business PAX, they were fighting to get their game in front of the players?

    Talking with Rigney and other developers, I felt that the “dipophiation” is not just an attractive phrase to describe the demand-party economics in hiring the game industry. This is a disappointing reality that can equally evaluate the game from large and small teams.

    Disclaimer

    Rigney offered some additional nuances on its “dipophiation” theory in an email exchange, which we had before the pacs. He predicted that marketing roles in the studio would be “first” on the chopping block, followed by “roles that have changed for management (even though they are not).”

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    “Winners will be creative hypocrites. I am talking about those who will never find about working people who never get greenlights in one of these big publishers in the first place. Some of these creatives will start their studio, or double in side projects … It is the only creative industry on the planet where a person can make $ 100 million.”

    The boothing game in Packs was held in my survey. Developers of Mycopank And Cat secretary About 5-6 people had some big teams on the floor. Indie publisher Playism was showing like many outstanding games Psychiatry And Break Arts IIIExecutive manufacturer Shunji Mizutani told me that the average team’s size is looking back at about 1-3 developers (although he said it is not a difficult and fast rule).

    I saw my favorite game, We harvest the shade Being developed by First tree Solo developer David Vehle. Vahele explained that he is hiring a contract coder to help the design of the dense system, giving fuel to the “farming” part of his “horror farming simulator”. The story was everywhere that I had gone. The publishers fishing show was a matter of Solo Devas, two-person teams and low-budget Indie hits.

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    I want to be clear here – no person should be talked to with PACS East, anyone should feel “bound” to give jobs. Those small teams are building the most limited resources, and this game is acceleration in development technology that has made it possible. Does it feel wrong how less people benefit from this situation.

    ‘Video Game DipophoneLisation’ was on full performance in PACS East

    Image via readpop.

    To return to Rigney for a moment, his prominent example of a post-diplomacy game developer is a former lead designer, a former lead designer. League of Legends, Call of Duty: Black Oms 4And Apex legendsAfter leaving the Respon Entertainment in 2024, he established a consultancy firm refusal to serve as a “gun for the higher” for the studio.

    The status deserves his success, and a journey called by other studios seems to be romantic. But as a foundation for sports development, it is a structure that celebrates something on something. It suggests which roles are considered “essential” to create great sports (often designers or programmers) and consider other positions to be less necessary in any way. You can see that to bring a person like Vahle to bring that triple-e-experience into a small game while keeping a person like a rallay.

    But it seems that polar loops that can take advantage of stability to swing large swing for large-shot ideas, and programmers or designers with deep career experiences can be called a group of noble hire. People will be released in the middle.

    Who is left behind in a world full of small teams mainly?

    My PACS journey valid my fear that three businesses are particularly weak in this depressive world: artists, writer, and game audio or music. These roles looked weak because on these small teams, there were roles that the developers mentioned in any kind of shared or joint fashion.

    All three risk compartmentalization as “asset creators”, their work is considered as products you can buy from the store shelf.

    Every artist in sports knows how difficult it is to do what you love. The positions of the in-house artist have been overcome as companies appear abroad to produce many property in the lowest living wages abroad. Enthusiast ,He looks like a dogshit) This trend is accompanying. In the “Gun for Higher” mindset, the working artists are not worth anything for sports development because they are producing goods to use, not participants in this process. Art directors are in a slightly more stable position, but only to learn “what looks good” and to tell someone else what they want to do.

    As someone had recently sent his second game as a writer, the cut in sports story teams is close to the house. GDC 2025 Industry Survey 11 percent reported In the previous year, the developers stopped, 19 percent of them acted in the game story, the highest of any response to the demographic. Two divesing trends are damaging the region: the growth of successful sports in which there is not much fiction (either deep sports mechanics or story-light multiplayer focusing) and the spread of story-driven games written by the creative director and perhaps one or two colleagues make a position that reduces the number of available jobs.

    In front of a signal for the game, a sandworm from the dune awakening.

    Image via readpop.

    Game Writers have long described disappointment of how they behave by the industry, often brought into this process later and sometimes treated as if they lie in opposition to the rest of the development team. Some studios bent on the job title of “narrative designer” for professionals who write and apply fiction, but it still speaks for profession’s mistrust, that the word construction is not enough to bring value for a team.

    Finally, both game audio and music professionals produce work that can be bundled in licensed libraries, with implementation to designers on a team. Sometimes this work is necessary, the number of a game needs cannot be produced by an individual human. And the composers do not always want to be bound to a studio-working with many teams free them to detect creative projects and when they do not require the necessary requirement in the development environment of day-to-day game, they continue to work.

    But again, treating them in this way puts them to the rim of the wheel of the development of the game, which means their labor can be distinguished from true talent that is eligible to withdraw the benefits of sports design.

    Rigney explained to me that the sports industry has given its sleeve a single that there are no other creative areas: its “Indie” market is a commercially viable market. “People are paying for these games!,” He said. “This is not happening for Indie filmmakers. It’s not happening for books. What is happening for Indie Games and Small Studios, will not replace lost jobs among prominent publishers, but it will create opportunities for the most creative and most determined people.”

    But don’t rush to start your Indie dreams – this is still as true as it was for years that most Indie games are not successful. And those who do not succeed can still be financial fodder for the world shovel traders – your technology companies, your payment processor, your game platform, your investors, etc. Many companies are ready for profit on deity ganing. Schedule I,

    Is there any way developers have been left behind? Rigney raised a fair point: For this reason some Indies are running circles around big companies, that they can mismanic the creative companies, which they go so badly for years without shipping a game. If a smart can crack that problem – improve management in large outfits and make sure that the game makes it out of the door – this can be a way to balance the trend.

    “No solution right now is well equipped to solve all problems. I work in Venture Capital, which is not very good for the financing of individual sports, but can work well while funding the teams chasing large -scale development through some new distribution or technical edges.”

    Indeed, PACS East showed that we need a creative solution. No one needs to have a social media windark, a jack-off-all-tride to make a hard-to-kamai triple-e-experience, or a career in the development of sports. This route brings us some wild inventive games – but leaves us with a community of developers, who hustle at Gig work to keep their dreams alive.

    Update 5/16: This piece has been updated to clarify Rigney’s job title in A16Z.

    DipophoneLisation East Full game PACS performance video
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