Getting careful how he says things now that there are a lot of people watching, still trying to read all the comments. Seeing a lot of comments making assumption about what he is saying, he's already done videos about nuance, but this feels different. Cain says one thing, and a listener/watcher thinking he said something else and responding to that. Sees comments so wrong he isn't even sure how to correct them. Wants to walk through some common things he noticed
First, Cain does not speak for the entire industry. He's only experienced a small fraction of it. Never done indie, never done mobile, has technically never done AAA except Wildstar (He didn't really see that to the end), all of his other games would belong in the other AA category at best. Recommends his career summary video.
When he did his video about caution in the games industry, he got a lot of comments saying he was wrong and the indie games sphere was taking lots of risk. He's sure that's probably right, but he doesn't work in indie games, so he can't speak from any experience there. Is fine with people saying things like some areas are going better, doens't like people just shutting Cain down and saying he's wrong. Compares it to "all the women who got shutdown in the #MeToo movement by saying 'I never saw that'"
Second assumption is that game director always gets his way. A game director does not always get their own way. Forgetting that you always run out of time and money, and sometimes you defer to the leads. Cain particularly defers to his art leads, he is colorblind and generally doesn't consider himself a good judge of art besides that. if you hate or love how his games look, that's not on him. If he's working at a company he doesn't own, he has to defer to the owners. And if there is a publisher or someone else funding your game, they have final say. Didn't want SecuRom or Multiplayer in Arcanum, publisher did. When they were shopping Outer Worlds around, they had publishers asking for things like microtransactions. There are some features that are red lines, other stuff they may be willing to implement. Director may not like all the features and/or all of the content in their game. Can simply just not know everything that goes into the game. Also, sometimes things go in and Cain is overwritten. Sometimes features don't end up how Cain wanted them, most often because of lack of time/money. Second most common reason is miscommunication from Cain, he asks for something and gets something that is technically what he asked but not what he really wanted, but there is no time to change it, so it's what they go with. Sometimes Cain asks for something nobody on the team has the ability to implement, be it too complicated or something nobody on the team really knows how to do. Gets a feature he didn't want because they couldn't implement the feature he wanted. Director also depends on the knowledge of the team, has been told before they couldn't do a feature he wanted because the engine didn't support it. Every single game he made on an engine that isn't his own, there was at least one feature he didn't like the execution of or didn't even get to put in, because someone on the team said it couldn't be done on that engine. They were always wrong, and there was a way the engine supported it, but the team and Cain himself didn't know how to implement it. Modern engines are complex, they can do a lot of things in a lot of different ways, if someone says the engine can't do it, they're probably wrong.
Cain sees people saying he said passion guarantees a good game, or a good communication method guarantees a good game, etc. Nothing guarantees a good game, Cain believes these things just increase your odds of making a good game. Has seen good games made by teams he thinks are phoning it in, has seen bad games made by teams he knows are super passionate.
One huge assumption he sees is that sales/budget/reviews are all connected. If you sell a lot, you have good reviews and a big budget, if you have a lot of money you get good reviews. Think it's obvious that's not how it works when you see games with big budgets flop and get bad reviews, or games with bad reviews sell a lot. A big marketing budget can get you a lot of sales. Sees indie games that can break out, Cain does not think you should depend on that for your indie game. Marketing budgets can be correlated to sales because near the end of a game's development they review it and if it seems promising they boost up the marketing budget.
Customers will not do what they say they are doing. In the airline industry. people complain about not being fed or awful seats, but that is your fault. When the first airline cut their prices and stopped feeding people, people went to them, so now all the airlines started cheaping out. Airlines didn't make anyone do that, people went for the cheapest tickets, and the airlines followed. In gaming, people say they want originality, but looking at sales people want familiarity and high production values. Those games will talk about a feature a game 10/15 years ago had and nobody cared. You may care, but enough people don't care that it's shifting the industry. The industry has learned to make what people actually buy, not what they say what they want. Cain made a lot of niche games, and knows people would like him to keep making niche games, but at some point you wanna do something mainstream.
Finally, people assume bonuses and royalties happen more often than they do. Most of Cain's games had limited/no bonuses. RPGs may have a long tail, but you get one bonus if even that. The company may promise a bonus but it does badly and can't give it. The company has to lay people off due to their burn rate being too high, you aren't getting a bonus after having to leave. Sometimes publishers will just ignore the contract. If you sue a publisher, they will defend themselves with deeper pockets and every other publisher will avoid you. Cain speaks from his own experience and the experience of other developers he's talked to, a publisher screwed them over, sometimes they managed to audit them and get their money back, sometimes they didn't but either way re working with the publisher ever again rarely happened.
Even if you get a big bonus, don't plan on it ever happening ever again. Other industries get bonuses/royalties relatively often (Although Cain notes that Trent Reznor doesn't want to do music anymore now that's it's a commodity, and says games have always been a commodity), but bonuses are rare, royalties are even rarer, and most games are work for hire.