"I think that might be a misread": Thief designer on why making a triple-A immersive sim doesn't really work
Randy Smith Evergreen, a designer on Thief: The Dark Project, suggests that the immersive sim genre may not be suited for triple-A development due to its niche audience. He proposes that a triple-I or double-A approach with smaller budgets and passionate teams could be more viable for creating successful immersive sims, citing the original Thief's modest budget as an example.
Rock Paper Shotgun
- Entities
- Randy Smith Evergreen
- Ghost of Tsushima
- Thief: The Dark Project
- Grand Theft Auto 6
- Immersive Sim
- Game Development
- Triple-A
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