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"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.

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