"Triple-A is in crisis" and games "don't have staying power because they're bad," says ex Gears of War director and Painkiller creator
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"Triple-A is in crisis" and games "don't have staying power because they're bad," says ex Gears of War director and Painkiller creator
Triple-A fatigue is real for me, so I ask Witchfire creator Adrian Chmielarz where big-budget titles - especially FPS games - might be going wrong.
PCGamesN (www.pcgamesn.com)
I think the last AAA I tried was Baldur’s Gate 3.
Pretty good tbh.
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The amount of genuinely good and successful live service games is so minimal that it’s actual insanity seeing AAA execs trying to reinvent the wheel and failing every time.
Like a gambling addiction if you think about it. “No no no, THIS will be THE game that will make us Fortnite money!!!”
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“Popcorn movies” are a big thing, and most of those big investments are these. They’re “turn off you brain for two hours and chill” events. A game, even the most chill ones, almost always last much longer and require more engagement. That is the defining trait of the medium. If you can totally turn your brain off then you didn’t make a game, you made an expensive movie. Games, for players, are an investment. Movies often aren’t.
Even then, turn your brain off and chill only fits a certain market segment. Sure, it’s a large market segment, just look at how popular the Marvel films are, but it’s not the entire market, and just like with gaming when something truly compelling comes along it tends to shake things up a bit.
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It is less of an effort and time commitment to passively consume tv shows or movies. You can zombie out while watching it before going to sleep or fall asleep to it.
Games are an active medium in comparison with progression gated behind level of skill, so that makes it less accessible than something like movies or tv shows that is the equivalent of an auto clicker game.
Suppose this is why Marvel films just don’t work for me. Like, I can appreciate the artistic talent that went into things, I can appreciate that they’ve got impressive budgets and teams working on it, but narratively they kind of suck.
Sat down and watched Antman with a friend recently. I liked the moments the main character had with his kid. I liked it when the step-dad showed equal care for the kid as the father, and them sort of resolving some of their differences in that moment. That was nice.
I’m still bothered by the whole “when you shrink you retain your mass, so you’re essentially like a bullet” part, and how that concept got completely shit-canned for the rest of the film. You can’t just punt an ant-sized object weighing 90 kg, yet I think there was a moment where he literally got flicked away. Why even bother with some scientific-sounding BS if you’re not going to adhere to it?
Guess you’re just not supposed to think about it. But then, what is the point? I don’t read books to not think, I read books to experience something new, and have something to think about. Film works the same way for me.
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The amount of genuinely good and successful live service games is so minimal that it’s actual insanity seeing AAA execs trying to reinvent the wheel and failing every time.
It’s interesting because the live-service formula is kind of antithetical to what they want. They essentially want a low-effort low-cost perpetual money-printing machine. They really should just invest in actual money printing machines and churn out fake money, because that’d be a more successful endeavour.
The live-service games that live on do so because of a constant investment and commitment to the game and the community it harbours. The moment people think the writing’s on the walls, they jump ship.
It’s just so bizarre to me that they want people to invest time and more importantly, money into the game, when they themselves aren’t willing to do so.
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Painkiller wasn’t great either. Just saying.
I have played all the way through all the resident evil series, picking up the last 3 when they came out, which is rare for me. I am usually a patient gamer. I assume RES is a AAA game, but correct me if I am wrong.
Point is each one has been fantastic. Not many games hold my attention like those do. So apparently it can be done. Hoping the next one out soon is just as good.
Oh, and I played all of them on Linux, they worked flawlessly.
Yeah it’s always funny to see these quotes about games being bad, from people who make games of questionable quality
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"Triple-A is in crisis" and games "don't have staying power because they're bad," says ex Gears of War director and Painkiller creator
Triple-A fatigue is real for me, so I ask Witchfire creator Adrian Chmielarz where big-budget titles - especially FPS games - might be going wrong.
PCGamesN (www.pcgamesn.com)
Meanwhile I’m still very happily playing Neverwinter Nights & Civilization 4.
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I think the last AAA I tried was Baldur’s Gate 3.
Pretty good tbh.
It’s weird to think of a top-down historically-isometric RPG as “AAA”. We’ve come a long way, baby.
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I think the last AAA I tried was Baldur’s Gate 3.
Pretty good tbh.
BG3 is technically an indie game if you go by the literal definition of the term!
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This post did not contain any content.
"Triple-A is in crisis" and games "don't have staying power because they're bad," says ex Gears of War director and Painkiller creator
Triple-A fatigue is real for me, so I ask Witchfire creator Adrian Chmielarz where big-budget titles - especially FPS games - might be going wrong.
PCGamesN (www.pcgamesn.com)
Have they considered not spending half a billion dollars giving hair strands shadow effects, and instead developing interesting stories?
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I firmly believe we are entering the dark ages of AAA games, with the cost to make and GenAI they are going to be shit.
Support indie devs.
Losing the hardware constraints made devs less innovative too. The Crash Bandicoot devs had to hack the PlayStation’s system memory allocation to squeeze a bit more out of the machine so their game could be better.
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It’s interesting because the live-service formula is kind of antithetical to what they want. They essentially want a low-effort low-cost perpetual money-printing machine. They really should just invest in actual money printing machines and churn out fake money, because that’d be a more successful endeavour.
The live-service games that live on do so because of a constant investment and commitment to the game and the community it harbours. The moment people think the writing’s on the walls, they jump ship.
It’s just so bizarre to me that they want people to invest time and more importantly, money into the game, when they themselves aren’t willing to do so.
The live-service games that live on do so because of a constant investment and commitment to the game and the community it harbours. The moment people think the writing’s on the walls, they jump ship.
This especially. Just as an example, I sunk way too much time into Destiny 2, and recently picked up Warframe after putting D2 away last year, and the difference between the studios behind them both is night and day. The former feels like an abusive relationship, built on constant FOMO, removing content, and constantly skirting around the community’s numerous issues with the game’s systems and sandbox (and that’s all on top of Bungie/Sony execs treating the actual devs like garbage).
The latter feels like a game where the players are genuinely treated as the game’s lifeblood and rather than nickel and dime them for every last thing, the devs give them what they want, and the devs get to make what they want to make. Not to mention literally everything in the game minus community-created cosmetics can be earned without spending anything at all.
These sorts of comparisons are all over the place. PoE2 compared to Diablo 4 or post-Krafton Last Epoch for example. You can’t just pump out a live service game and hope shit sticks, you need to foster a community around it.
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We won’t have enough RAM for new cutting-edge AAA games anyway. System requirements will plateau for the foreseeable future while they continue to raise game prices and complain that it’s too hard.
If they really try to outprice the common user in an attempt to drive people to subscription based services, I will simply not go with that - I’d rather just keep playing what I have. And I think I have already enough games until the end of my life - damn, even my PS2 collection can keep me entertained for a decade.
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Losing the hardware constraints made devs less innovative too. The Crash Bandicoot devs had to hack the PlayStation’s system memory allocation to squeeze a bit more out of the machine so their game could be better.
Thats why I love the ps1 and og consoles in general. For one. Yes, they had to work their asses off. For two, THE GAMES WERE (usually) FINISHED BY THE TIME YOU PLAYED IT.
The model of make game-test game-release game-DONE was tried and true, and something rarely experienced today.
There are amazing games today of course. But still, we have definitely shifted and I dont prefer it for the most part.
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We are at a point now that games from the PS3/X360 era still look and play well, so newer titles need to contribute something new in order to make an impact.
If a AAA-studio releases a 7/10 title in 2026, it’s not just competing with the 8s, 9s, and 10s also releasing the same year - but also every single such title from the past 20 years!
This will also only continue to get worse in coming years as the backlog of exceptional titles will continue to build.
Im still waiting for them to make something TRULY original again, like Majestic.
But that takes creativity and hard work, something massive corporations and capitalism will shove down so far you forget they ever existed.
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"Triple-A is in crisis" and games "don't have staying power because they're bad," says ex Gears of War director and Painkiller creator
Triple-A fatigue is real for me, so I ask Witchfire creator Adrian Chmielarz where big-budget titles - especially FPS games - might be going wrong.
PCGamesN (www.pcgamesn.com)
I don’t think the industry has the willpower to spend less money. They’re always going to chase the highest graphical quality.
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The live-service games that live on do so because of a constant investment and commitment to the game and the community it harbours. The moment people think the writing’s on the walls, they jump ship.
This especially. Just as an example, I sunk way too much time into Destiny 2, and recently picked up Warframe after putting D2 away last year, and the difference between the studios behind them both is night and day. The former feels like an abusive relationship, built on constant FOMO, removing content, and constantly skirting around the community’s numerous issues with the game’s systems and sandbox (and that’s all on top of Bungie/Sony execs treating the actual devs like garbage).
The latter feels like a game where the players are genuinely treated as the game’s lifeblood and rather than nickel and dime them for every last thing, the devs give them what they want, and the devs get to make what they want to make. Not to mention literally everything in the game minus community-created cosmetics can be earned without spending anything at all.
These sorts of comparisons are all over the place. PoE2 compared to Diablo 4 or post-Krafton Last Epoch for example. You can’t just pump out a live service game and hope shit sticks, you need to foster a community around it.
I think Digital Extremes, at least currently, is still very aware of what made them successful.
John Bain for example spoke out about the games potential very early, earning them a big influx of players, and they’ve previously stated that Warframe wouldn’t have been a thing if not for him. I guess it can be particularly contrasted with the fact that Warframe was kind of a Hail Mary project for the studio. They’d pitched it around for a while but no publisher responded positively. When they were running out of money they just said “fuck it” and went to work on it, publisher be damned.
I’ve been playing on and off for years now, since around the release of The Second Dream. It makes me really happy to see that they’re doing well. I hope they’ll continue to do well, and do well by the community.
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Losing the hardware constraints made devs less innovative too. The Crash Bandicoot devs had to hack the PlayStation’s system memory allocation to squeeze a bit more out of the machine so their game could be better.
I don’t know if this is the best applicatioon of their genius tbh. If you’re not spending time fighting with tools, you spend it making stuff you want to make.
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I don’t think the industry has the willpower to spend less money. They’re always going to chase the highest graphical quality.
Sometimes you get both. And then it’s really special (especially 8 years later when you can turn the settings up), see RDR2.
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We won’t have enough RAM for new cutting-edge AAA games anyway. System requirements will plateau for the foreseeable future while they continue to raise game prices and complain that it’s too hard.
Can’t think of a game that really needed more than like 10GB of RAM. It’s all VRAM for textures and even then 8GB is enough