"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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How does Paradox DLC work at all? The EU4 bundle with all the DLCs is on a 50% discount right now and still costs $142 CAD. Crusader Kings 2 is also over a hundred bucks at half off for all DLCs. And these are their old games that they already have sequels for. I’d literally play these games all day every day if I could but the price is prohibitively expensive and prevents me from doing so.
The starter edition bundle is 11.99 us and the ultimate is 104.80 in USD. There’s basically 2 different types of DLCs in the paradox model. The core expansion type that is released every year or so and adds or fleshes out an area of the game, these are generally must haves and reasonably priced if you have played the game for a year(s) to mix it up. The second is smaller focused packs that add a faction or some extra flavor to a more minor mechanic. These are relatively expensive for what they offer, but aren’t always intended for everyone to buy.
If you are a hardcore completionist this model is bad for you, but if you can live with not having everything then it’s not terrible.
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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 dunno about anyone else. I don’t wanna pay 100 for a half finished buggy as fuck game. Wait a year for bugs to maybe be fixed. Only to then pay another 50 to get the 3 dlc’s to make it the complete game. So I can finally buy the same game the for 67th time as cause it’s got a new skin or some shit this year. All while the dev calls it staying power.
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But how will they make quarterly targets without them?
It’s like you aren’t even thinking of the shareholders.
Oh I keep thinking in the shareholders (Pours querosene in the funnel). I always do…
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Some “DLC happy” games seem to work in niches while mostly avoiding the micro-transaction trap. I’m thinking of Frontier’s “Planet” games, or some of Paradox’s stuff.
I’m confused at some games not taking the DLC happy route, TBH. 2077, for instance, feels like it’s finally fixed up, and they could make a killing selling side quests smaller in scope than the one they have.
Some “DLC happy” games seem to work in niches while mostly avoiding the micro-transaction trap
Dude you should see the hardcore simulation scene, such as Dovetail’s Train Sim or Auran’s Trainz you buy the base, then you buy whatever maps and trains fit your niche interests within the niche of people interested in these simulators to begin with.
Auran literally has a subscription option for around $100/year that gives you access to everything and that’s actually a pretty decent price given the cost of the base game and whatever routes you may want!
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They essentially want a low-effort low-cost perpetual money-printing machine
Problem is that they can’t micromanage that into existence, ConcernedApe more or less created a money printing machine with Stardew Valley all by himself, at least at first. It would be so much cheaper for studios to find like 15 inspired independent devs/designers that need money to make their dream a reality, give them just a lil equity and room/time to cook and they might actually get something amazing. But ain’t no way execs and shareholders would let that happen, they’d yank the plug after year one of a three year contract.
This was literally the model of YCombinator initially. Get a bunch of inspired young graduates, give them the tools and resources to build a successful business in exchange for a stake in the business then roll in the dough in a decade when they own 10% of Google for example.
I suppose you could argue it’s the model of venture capital as well, invest in a company with a lot of potential when it’s in its infancy, then rake it in when they happen to own 30% of Uber 10 years later
It is funny though that the games industry seems to not see this and adapt this model because it seems like the big studios would love it
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I think the big studios lost reality with what the gaming market is. It’s a hit based business, you need a level of volume that they’ve been backing off on. It’s not that the expedition 33 devs were so much better, they just happened to be the lucky ones that put out a solid game that got traction.
E33 did not just get lucky. They used a completely different formula.
~10M€ development cycle with 30 full-time devs + outsourcing is one order of magnitude smaller than what the big studios consider to be the “standard”. AA vs AAA.
30-40 hours of main story and no open world keeps the development resources focused and gameplay/story loops tight in a way that can’t be achieved in an “expansive” open world without unfathomable resource expenditure. But modern games from major studios literally cannot get greenlit if “open world” is not in the feature list because execs see it as “standard”.
Smaller budget also means that they did not pour 50 %+ of their capital into marketing, which allows mores resources to be put into the game and lowers the barrier to profitability. That’s an understated issue; AAA games can’t afford to fail, which is why they all end up bland design-by-committee.
Those parts above were not risks Sandfall took, they were actually basic risk mitigation for an indie studio that big studios aren’t doing based on the overstatement that bigger = more chances for “THE hit game” = better.
Where E33 took some risks was with the strong creative vision and willingness to ignore genre trends and focus group feedback (going turn-based and not lowering the difficulty to “baby’s first video game”). But for the cost of 1 Concord a big studio could afford to make 10 E33s at which point it’s really not a matter of “luck” for at least one to be (very) good. E33 would have been profitable with 1 million units sold, it did not even have to be that good.
The industry has absolutely noticed that E33 wiped the floor with their sorry asses, and I predict that in ~5 years we’ll see many more AAs popping up.
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E33 did not just get lucky. They used a completely different formula.
~10M€ development cycle with 30 full-time devs + outsourcing is one order of magnitude smaller than what the big studios consider to be the “standard”. AA vs AAA.
30-40 hours of main story and no open world keeps the development resources focused and gameplay/story loops tight in a way that can’t be achieved in an “expansive” open world without unfathomable resource expenditure. But modern games from major studios literally cannot get greenlit if “open world” is not in the feature list because execs see it as “standard”.
Smaller budget also means that they did not pour 50 %+ of their capital into marketing, which allows mores resources to be put into the game and lowers the barrier to profitability. That’s an understated issue; AAA games can’t afford to fail, which is why they all end up bland design-by-committee.
Those parts above were not risks Sandfall took, they were actually basic risk mitigation for an indie studio that big studios aren’t doing based on the overstatement that bigger = more chances for “THE hit game” = better.
Where E33 took some risks was with the strong creative vision and willingness to ignore genre trends and focus group feedback (going turn-based and not lowering the difficulty to “baby’s first video game”). But for the cost of 1 Concord a big studio could afford to make 10 E33s at which point it’s really not a matter of “luck” for at least one to be (very) good. E33 would have been profitable with 1 million units sold, it did not even have to be that good.
The industry has absolutely noticed that E33 wiped the floor with their sorry asses, and I predict that in ~5 years we’ll see many more AAs popping up.
They also just got lucky. No matter how you cut it, you could do everything right and still have a flop.
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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.
Fighting your tool is how you figure how what you actually want to make to a large degree. Limitations is how you are pushed to actually decide what is actually worth it to you. Otherwise you just create endless slop with got bits mixed in cause your never challenged.
Sure after a long enough time you can still get there but it takes so much longer if you have no challenge.
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BG3 is technically an indie game if you go by the literal definition of the term!
About half of every triple A game is actually indie by the strict definition. Look at world of Warcraft for example. But the strict definition it’s indie

Self published is a bad metric to go by and means basically nothing. There’s a good reason the term has lost basically all meaningful definition and is just a vibes based measuring stick nowadays.
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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
Basically every ue5 game will happily devour upwards of 16-21 gigs of ram if you have it. And if you don’t will just slam the fuck out of your hard drive like there’s no tomorrow.
It’s really easy to think games need less ram then they actually do when you don’t have enough to go around and shits just swaps more killing performance. But the ram number is lower!
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Basically every ue5 game will happily devour upwards of 16-21 gigs of ram if you have it. And if you don’t will just slam the fuck out of your hard drive like there’s no tomorrow.
It’s really easy to think games need less ram then they actually do when you don’t have enough to go around and shits just swaps more killing performance. But the ram number is lower!
Yes, many apps will use a lot of RAM if it’s available, that’s how RAM is supposed to be used. If you have 16GB and a game is actually causing swapping I’d be surprised. An app that can use 20GB isn’t necessarily going to consume all the RAM on a system with under 20GB. Higher memory pressure statistics will mean more aggressive evictions but not necessarily swapping.
I have 64GB so the “you don’t have enough to go around” bit doesn’t apply to me.
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E33 did not just get lucky. They used a completely different formula.
~10M€ development cycle with 30 full-time devs + outsourcing is one order of magnitude smaller than what the big studios consider to be the “standard”. AA vs AAA.
30-40 hours of main story and no open world keeps the development resources focused and gameplay/story loops tight in a way that can’t be achieved in an “expansive” open world without unfathomable resource expenditure. But modern games from major studios literally cannot get greenlit if “open world” is not in the feature list because execs see it as “standard”.
Smaller budget also means that they did not pour 50 %+ of their capital into marketing, which allows mores resources to be put into the game and lowers the barrier to profitability. That’s an understated issue; AAA games can’t afford to fail, which is why they all end up bland design-by-committee.
Those parts above were not risks Sandfall took, they were actually basic risk mitigation for an indie studio that big studios aren’t doing based on the overstatement that bigger = more chances for “THE hit game” = better.
Where E33 took some risks was with the strong creative vision and willingness to ignore genre trends and focus group feedback (going turn-based and not lowering the difficulty to “baby’s first video game”). But for the cost of 1 Concord a big studio could afford to make 10 E33s at which point it’s really not a matter of “luck” for at least one to be (very) good. E33 would have been profitable with 1 million units sold, it did not even have to be that good.
The industry has absolutely noticed that E33 wiped the floor with their sorry asses, and I predict that in ~5 years we’ll see many more AAs popping up.
There’s plenty of games that you could say the same about that didn’t get the traction. It’s still a hit based industry. It’s not a knock against the game, it’s a reality of the industry.
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They also just got lucky. No matter how you cut it, you could do everything right and still have a flop.
They were always going to receive at least some critical acclaim. This is a AA game from a well-known and respected publisher (Kepler Interactive), so it couldn’t have gone entirely under the radar. They had a decent enough marketing budget and initially were included in the Microsoft Gamepass specifically to secure the studio’s financial future in an uncertain market. The game was objectively good so with all that help, by release day there was no way that the game was going to be a complete dud à la Concord, and I recall Broche saying in interviews that profitability was essentially expected even though the stratospheric success was not.
Also they did get “unlucky” because the Oblivion remaster not-so-coincidentally shadow-dropped a couple days before E33’s release. It’s not much of a stretch to say that Microsoft knew the game was good and (mostly unsuccessfully) tried to drown it out.
If E33 was going to truly flop, it would have been earlier in the development process IMO. They could have relinquished voting shares to investors and been forced to “ubisoftify” the game into bland nothingness. Key creatives could have left. Going all-in on UE5 might have been a technical quagmire. But when the game went Gold, there was very little that could have impeded an at least modest amount of success.
Where the industry is truly unforgiving is single A games. There’s too much to keep track and it’s entirely possible for the “media” (journalists, youtubers, streamers, etc.) to miss a very good game. Single A doesn’t pack enough of a punch to force enough eyeballs on trailers to get a critical mass of fan following, and in that context I fully agree that even a perfect game can still be a complete flop.
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Sometimes you get both. And then it’s really special (especially 8 years later when you can turn the settings up), see RDR2.
I think RDR2 was so memorable because the Western genre is so underrepresented these days. Sure it was such a popular genre with ton of movies and books for a while decades ago before video games were really a thing, but what was the most recent Western movie or TV show any of us have seen? I think the newest one I’ve seen was 1999’s Wild Wild West. Maybe 2004’s Home on the Range if that counts?
If we were getting 3 AAA titles released each year that fall in the Wild West genre RDR2 would just fade into the noise. Its a brilliant game but the only thing it notably did differently from any other open world RPG was unabashedly be a Wild West game that hit every possible trope of the genre including the silly ones like dueling quick draws
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Fighting your tool is how you figure how what you actually want to make to a large degree. Limitations is how you are pushed to actually decide what is actually worth it to you. Otherwise you just create endless slop with got bits mixed in cause your never challenged.
Sure after a long enough time you can still get there but it takes so much longer if you have no challenge.
I work in embedded my whole life so I’m no stranger of fighting over scraps of resources and spending days trying to squeeze in something that doesn’t fit. It made me better at fighting this specific hardware limitations, and now instead of spending 10 times more time on making something that takes no time at all on a capable hardware, I spend only 5 times more.
I don’t know if for creative work it does something, but for programming it’s like chopping wood with one hand behind your back. Sure you can do it, sure you can get better at it, sure it forces you to adjust your ways, but it doesn’t make the wood better chopped, it just makes you slower and more prone to mistakes for no reason -
I think RDR2 was so memorable because the Western genre is so underrepresented these days. Sure it was such a popular genre with ton of movies and books for a while decades ago before video games were really a thing, but what was the most recent Western movie or TV show any of us have seen? I think the newest one I’ve seen was 1999’s Wild Wild West. Maybe 2004’s Home on the Range if that counts?
If we were getting 3 AAA titles released each year that fall in the Wild West genre RDR2 would just fade into the noise. Its a brilliant game but the only thing it notably did differently from any other open world RPG was unabashedly be a Wild West game that hit every possible trope of the genre including the silly ones like dueling quick draws
I disagree, it’s not just the setting. I’ve played about 50 hours of it in the last couple weeks and like 250 total, and the entire time I’ve felt its level of polish and detail is unmatched in any game.
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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)
“The games that people are excited about are almost like semi-indie studios,” Chmielarz says, taking the example of The Witcher and Cyberpunk developer CD Projekt Red, which he acknowledges "has shareholders, but behaves and acts as if [it is] independent.
I am screaming internally.
We’ve redefined AAA to mean “games that are in crisis” and then keep shouting “AAA is in crisis” like it’s a shocking revelation.
Honey dear, if CDPR and Cyberpunk are goddamn indie games I don’t know what AAA is. Everybody is running around calling these massive games with nine digit budgets “indie” and pretending that they’re the exception in a “AAA” industry apparently entirely made up of Call of Duty.
At this point this conversation means exactly nothing. I am so exhausted of it.
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Have they considered not spending half a billion dollars giving hair strands shadow effects, and instead developing interesting stories?
As opposed to what?
Because the “interesting story” games also did all that work. Thankfully. Good visuals and good stories are both… you know, good art.
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It’s weird to think of a top-down historically-isometric RPG as “AAA”. We’ve come a long way, baby.
Apparently we’ve gone all the way around, because there has been no numbered Baldur’s Gate game that wasn’t AAA as absolute fuck.
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I played BG3 and liked it, but stopped because the game seems to have been co-opted by the Far Right
This sentence makes my brain hurt. They co-opted it how? You’re just entirely unwilling to engage with any piece of media the far right actually likes just on principle? As in, regardless of how… not far right the piece of media itself happens to be?
I hate this century. This century sucks.