AAA Games
Ongoing coverage on AAA Games.
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Ex-PlayStation lead says too many devs are trying to make "the thing that they think is just going to hit"…
Former PlayStation executive Shawn Layden believes many AAA developers are too focused on creating guaranteed hits rather than pursuing unique ideas, leading to safe, formulaic games. He criticizes the trend of chasing 'Fortnite money' with failed live service attempts and suggests that while artistic vision needs guidance, publishers are increasingly risk-averse.
"A creative idea can save more money than AI can right now" – Glen Schofield on his retirement, Callisto Protocol's development, and the state of AAA
Veteran developer Glen Schofield discusses his retirement from game development, citing frustrations with AAA development costs and management decisions at Krafton during The Callisto Protocol's creation. He expresses a preference for smaller teams and creative-driven projects, and sees potential in AI as a creative tool rather than just a cost-saving measure.
GTA 6 and San Andreas show how much game development has changed: In the '00s, Rockstar turned a Clair Obscur Expedition 33-sized budget into $600 million
The article contrasts the development costs and revenue of Grand Theft Auto: San Andreas with the anticipated costs of Grand Theft Auto 6. San Andreas was reportedly made for under $10 million and grossed around $600 million, while modern AAA titles like GTA 6 have budgets exceeding $1 billion and higher base prices. This highlights the dramatic increase in game development expenses over two decades.
"It's less risky to be the masters of our own fate" – The AAA developers going indie
Former AAA developers from studios like Player First Games and Warner Bros are transitioning to the indie scene due to widespread industry layoffs and the challenges of free-to-play user acquisition. Despite pay cuts and market risks, many find the creative freedom and control over their projects more rewarding, forming new studios like Airlock Games and Big Dumb Games to pursue their passions.
Baldur's Gate 3 star and Game of the Year magnet Jennifer English joins Ghostrunner devs' new first-person…
Valor Mortis, an upcoming first-person Soulslike from Ghostrunner developer One More Level, has announced Jennifer English and James Alexander as part of its cast. English, known for her roles in Baldur's Gate 3 and Elden Ring, is playing The Shrike, while Alexander voices protagonist William Dowsett. The game is set to launch in October.
"It's sad and devastating" – Black Myth: Wukong's physical publisher is mourning the loss of PlayStation discs
PM Studios CEO Michael Yum expressed sadness and devastation over Sony's decision to end PlayStation disc production in January 2028, which significantly impacts physical publishers. Despite the shift to digital, PM Studios sees potential in the AA market and collectible physical releases, citing the success of titles like Black Myth: Wukong and Bluey's Quest For The Gold Pen.
The Blood of Dawnwalker, one of the year's top RPGs, was made on a budget of $40 million much like Kingdom Come:…
The Blood of Dawnwalker, a new vampire RPG from Rebel Wolves led by Konrad Tomaszkiewicz, was developed with a $40 million budget funded by NetEase and published by Bandai Namco Entertainment. The game has sold over 1 million copies and received an 84 on Metacritic, positioning it as a successful example of the growing AA games market.
Ex-Naughty Dog Dev Apologizes To God Of War Studio For What He Said About Laufey
Former Naughty Dog director Bruce Straley has apologized to Santa Monica Studio for his previous comments expressing a lack of excitement for God of War, despite acknowledging its visual quality. Straley clarified that his remarks were intended as a broader critique of the AAA games industry's stagnation and lack of innovation, not a specific attack on God of War. He is now working on smaller independent titles.
Uncharted 4, The Last of Us Director Says Modern AAA Games Like God of War Laufey Look “Boring”
Bruce Straley, director of The Last of Us and Uncharted 4: A Thief's End, finds modern AAA games like the upcoming God of War Laufey to be "boring" due to a lack of risk-taking in gameplay, despite impressive visuals. Straley, who left Naughty Dog to found Wildflower Interactive, aims to create innovative IPs with his new studio, whose debut title Coven of the Chicken Foot is in development for PC.
The Last of Us Game Director Finds Modern AAA Games 'Boring,' Says He's 'Not Excited' by God of War Laufey's Gameplay
Bruce Straley, director of The Last of Us, expressed that modern AAA games are 'boring' and he is not excited by recent gameplay like that seen in God of War. He feels the current landscape of large-scale game development lacks innovation.
The Last of Us game director says AAA games have gotten "boring," and he's "not excited" looking at God of War Laufey gameplay
The Last of Us game director Bruce Straley believes that AAA games have become "boring" and lack fresh, innovative ideas, citing God of War Laufey as an example of impressive visuals but unexciting gameplay. Straley, now running Wildflower Interactive, is focused on developing smaller, creatively-charged indie titles like Coven of the Chicken Foot, which he feels offer a more engaging experience.
Thief designer Randy Smith Evergreen refused to work for Xbox because it would be like 'walking past some stakes with human skulls on them' and pretending 'it's probably fine in this direction'
Thief designer Randy Smith Evergreen explains his decision to refuse an opportunity to work for an Xbox-funded studio due to Microsoft's history of studio closures, likening it to ignoring obvious danger. He discusses the challenges of AAA development for immersive sims and his preference for smaller, more focused indie projects.
Saber Interactive's Tim Willits on generative AI, moving development out of North America, and embracing recognisable IP
Saber Interactive's Chief Creative Officer Tim Willits discusses the company's stance on generative AI, stating they are experimenting with it but not replacing human developers. He also highlights Saber's strategy of global development across 15 studios, focusing on AA titles and recognizable intellectual property, emphasizing disciplined budgeting and flexible team structures.
The AA games industry needs "a few more Expedition 33s" before publishers stop seeing smaller games as a major financial risk, says Valor Mortis director
Despite the massive success of Clair Obscur: Expedition 33, publishers remain hesitant to invest in AA games, viewing them as a significant financial risk. Radek Ratusznik, director at One More Level, believes the industry needs more unexpected bestsellers like Expedition 33 to prove the viability of smaller-scale, creative titles.
"We probably need a few more Expedition 33s to just prove them wrong" – the maker of Valor Mortis on why publishers should have faith in AA
One More Level, the studio behind Ghostrunner, discusses the challenges of securing funding for AA games despite successes like Clair Obscur: Expedition 33. After losing publisher Private Division, the studio found a new partner in Lyrical Games, a publisher focused on mid-tier titles, allowing them to maintain their team and quality for Valor Mortis.
What Goes Into A Game Price Tag?
The article explores the factors influencing video game pricing, from the standard $70 AAA price point to lower-cost indie titles. Experts and developers discuss how production costs, market demand, and pricing strategies impact a game's success, with examples like Grand Theft Auto 6 and Mina the Hollower illustrating different approaches. The piece highlights that while some games command premium prices, others thrive by offering lower entry points to reach a wider audience.
Why a publisher you've probably not heard of is spending millions of dollars on its Gamescom presence
Publisher 4Divinity is making a significant investment, spending millions of dollars on an expansive booth at Gamescom to showcase its portfolio of upcoming AA titles, including Showa American Story and Guns of Eschaton. This strategy aims to establish a strong presence in the Western market, leveraging the success of Chinese-developed games like Black Myth: Wukong and targeting a gap in the market for single-player experiences.
New UK developer Pretty Cool Games founded by Human: Fall Flat developers
Pretty Cool Games, a new UK-based game development studio, has been founded by Sitara Shefta and Will Dudley, original developers of the hit indie game Human: Fall Flat. The studio, based in Leeds, is hiring and plans to develop an AA title with physics-based gameplay, aiming for innovation and a sustainable development model amidst industry challenges like layoffs and funding difficulties. Shefta highlighted the importance of long-term vision and supporting talent within the UK development community.
Small Axe Studios is a New AAA Team Under 2K Working on a New Sports Franchise
2K Games has established a new AAA development studio in Vancouver called Small Axe Studios, led by industry veterans including Aaron McHardy and Gary Paterson. The studio is focused on creating a new sports franchise, though the specific sport has not yet been revealed. Several key leadership and development roles have been filled by individuals with extensive experience in sports game development at companies like Electronic Arts.
Thief designer says that the immersive sim audience is too small for AAA games: 'There's quite a few of us who…
Designer Randy Smith Evergreen, known for his work on Thief and System Shock 2, argues that the immersive sim genre is too small for AAA development. He believes that the increasing budgets and scope required for AAA games are misaligned with the niche audience for immersive sims, leading to commercial disappointments like Arkane's Dishonored 2 and Prey. Evergreen suggests that a more viable path for immersive sims is through smaller, AA or indie budgets, citing the original Thief's modest budget as a successful model.