Why Are AAA Games Getting WORSE?!

The Act Man
28 Apr 202424:00

Summary

TLDRThe video script discusses the decline of AAA gaming and the rise of indie games, attributing the former's downfall to excessive budgets, scope, and the need to appeal to a broad audience, leading to formulaic and predictable games. It contrasts this with the freedom and creativity found in indie games, which are not bound by the same financial pressures and can take more risks. The script also touches on the impact of corporate interference, the rise of microtransactions, and the bureaucratic challenges faced by large development teams. It concludes by suggesting that AAA games have become a committee-driven process focused on profitability rather than creativity, while indie games continue to innovate and provide unique experiences.

Takeaways

  • 📈 **AAA Gaming Decline**: The rise in budgets and scope of AAA games has led to a decline in creativity and an increase in formulaic, predictable games.
  • 🚀 **Indie Gaming Growth**: Indie games are thriving due to their ability to take risks, innovate, and provide a more personalized and creative experience.
  • 💰 **Budget Constraints**: AAA games' high development costs and the need to appeal to a broad audience have led to a focus on safety and familiarity, stifling innovation.
  • 🤝 **Team Size Impact**: Larger teams in AAA game development can lead to a lack of cohesive vision and increased bureaucracy, whereas smaller indie teams allow for more individual influence and quicker decision-making.
  • 🧩 **Fragmented Vision**: AAA games often suffer from management interference and too many cooks spoiling the broth, leading to confused creative direction.
  • 🛍️ **Monetization Focus**: The drive for consistent revenue has led to an overemphasis on microtransactions and live-service models in AAA games, detracting from the gaming experience.
  • 📉 **Market Saturation**: An abundance of remasters and remakes with little innovation has flooded the market, indicating a lack of creativity and a focus on quick profits.
  • 🛑 **Censorship and Regulations**: The need to adhere to regulations, such as those for the Chinese market, can stifle creative freedom and force games to be watered down or altered.
  • 👥 **Developer Autonomy**: Indie developers often have more control over their games and the freedom to create unique experiences without external pressures.
  • 🌐 **Global Market Influence**: AAA games are increasingly being designed to appeal to global markets, which can lead to generic design choices to ensure broad appeal.
  • 🎲 **Risk Aversion**: AAA publishers are increasingly playing it safe by investing in established IPs and avoiding risks, which contrasts with the bold and innovative directions taken by many indie games.

Q & A

  • What is the main issue discussed in the video script regarding AAA gaming?

    -The main issue discussed is the decline of AAA gaming due to excessive monetization, large budgets, formulaic and predictable game design, and a lack of creativity and innovation compared to the rise of Indie games.

  • What does the acronym 'AAA' originally refer to in the context of gaming?

    -The acronym 'AAA' originally referred to large budget, high-profile games developed by reputable studios and released by major publishers.

  • Why do AAA games tend to be safer and more formulaic?

    -AAA games tend to be safer and more formulaic because the larger the budget and team size, the more copies they need to sell to recoup costs, leading to a need to appeal to a broader audience and reduce risks.

  • What is the contrast between AAA and Indie games highlighted in the script?

    -The contrast is that Indie games are seen as more innovative, creative, and player-friendly, with less focus on microtransactions and more on providing a complete gaming experience, while AAA games are criticized for being overly commercialized and risk-averse.

  • What is the impact of the COVID-19 pandemic on the gaming industry as mentioned in the script?

    -The COVID-19 pandemic led to an increase in video game sales, which some upper management saw as an opportunity to invest heavily, expand operations, and hire more employees. However, this overexpansion led to layoffs and studio closures when the sales boom did not last.

  • Why are remasters and remakes of AAA games often criticized in the script?

    -Remasters and remakes are criticized because they are seen as a quick way for publishers to make money with little innovation. The script mentions that these remasters often lack the quality and effort expected from the original games, leading to disappointment among fans.

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  • What is the issue with the size of development teams in AAA games?

    -The issue is that very large teams can lead to a lack of cohesion, inefficiencies, and a lack of individual agency. Smaller teams, as found in Indie games, allow for better communication, faster decision-making, and more creative control for individual developers.

  • What is the role of bureaucracy in stifling creativity within AAA game development?

    -Bureaucracy can slow down the development process, requiring approvals from multiple departments for even simple changes. This can stifle creativity and innovation, as developers may be less willing to take risks or propose new ideas due to the lengthy approval process.

  • Why do AAA games often lack the freedom to create unique and innovative content?

    -The high budgets and expectations tied to AAA games mean that developers often prioritize creating content that is safe and has proven to be profitable. This leads to a focus on generic and formulaic content rather than taking risks on innovative ideas.

  • What is the appeal of Indie games according to the script?

    -Indie games are appealing because they often represent a return to creativity, innovation, and unique game design. They are seen as less constrained by commercial pressures, allowing developers to take more risks and create more distinctive gaming experiences.

  • How does the script suggest the AAA gaming industry could improve?

    -The script suggests that AAA gaming could improve by reducing budgets, focusing on creating smaller, more innovative games, and allowing developers more creative freedom. It also implies that less bureaucracy and less corporate interference could lead to better and more creative games.

Outlines

00:00

😀 Star Wars Outlaws and the State of AAA Gaming

The paragraph discusses the author's excitement for the new Star Wars Outlaws game and the contrasting apathy felt after watching a story trailer. It critiques the AAA gaming industry for its focus on pre-orders, season passes, and expensive editions, highlighting the difference in priorities between AAA and indie games. The author also touches on the decline of AAA gaming, pointing to excessive monetization and the formulaic nature of these games. The paragraph concludes with a comparison between the Star Wars franchise and an indie game called Kingmakers, which piques the author's interest more due to its innovative approach.

05:01

📉 The Decline of AAA Games and the Rise of Indie Games

This paragraph delves into the reasons behind the decline of AAA gaming, emphasizing the excessive budgets and the risk-averse nature of these games. It mentions several high-profile flops and discusses how the size and scope of AAA games have grown, leading to a lack of innovation and creativity. The author argues that the pressure to appeal to a broad audience results in simplified and generic game designs. The paragraph also explores the impact of the COVID-19 pandemic on the gaming industry, with companies overexpanding and subsequently facing significant layoffs and studio closures. It concludes by suggesting that smaller, riskier bets on games could be a better approach for the industry.

10:03

🚀 Indie Games as a Haven for Creativity and Innovation

The paragraph highlights the advantages of indie games, which are better positioned to innovate and take risks due to their smaller scope and budgets. It contrasts indie games like Hell Divers 2 and Hades with AAA titles, noting that indie games often feel more passionate and unique. The author discusses how AAA games have become safer and less daring, with examples like the lack of controversial scenes in remakes and the sterilization of game narratives. The paragraph also touches on the idea of game development by committee and how it stifles creativity, advocating for a return to smaller teams and a focus on artistic expression.

15:04

💸 The Financial Burden and Creative Constraints of AAA Games

This paragraph focuses on the financial aspects of AAA game development, discussing the high costs associated with these games and the need to cater to a broad audience for financial success. It explores the trend of microtransactions and live service models, which are driven by the need for consistent revenue. The author criticizes the focus on remasters and the lack of innovation in these releases. The paragraph also addresses the creative interference from publishers and the impact of bureaucracy on game development, suggesting that smaller teams and clearer creative visions lead to better games.

20:06

🛠️ The Impact of Bureaucracy and External Factors on Game Development

The final paragraph discusses the bureaucratic challenges faced by AAA game developers, including the need for approval from multiple departments and the impact of external factors like diversity quotas and the need for games to be marketable in China. It contrasts this with the flexibility and freedom found in indie game development, where individuals have more influence and creative control. The author argues that AAA games have become a product of committee decisions rather than creative visions, leading to generic and safe games. The paragraph concludes with a call for a return to the creative process and a celebration of indie games that are thriving in the current landscape.

Mindmap

Keywords

💡AAA Games

AAA stands for 'Triple-A' and refers to high-budget, high-profile games typically developed by reputable studios and published by major publishers. These games are known for their large teams, expensive marketing campaigns, and significant financial backing. In the video, the decline of AAA games is attributed to their excessive budgets, scope, and the need to appeal to a broad audience, leading to a lack of innovation and creativity.

💡Indie Games

Indie Games are independently developed video games, often created by smaller teams or individuals without the financial backing of a large publisher. They are characterized by their creativity, unique gameplay mechanics, and the freedom to take risks. The video contrasts Indie Games with AAA Games, highlighting how Indies have thrived due to their ability to innovate and provide a more complete and immersive gaming experience without the pressure of excessive monetization.

💡Microtransactions

Microtransactions are small, in-game purchases that players can make to enhance their gaming experience, often in the form of cosmetic items or gameplay advantages. The video criticizes AAA games for their reliance on microtransactions as a revenue source, which can detract from the game's quality and player experience. Indie games, on the other hand, are often praised for avoiding microtransactions and providing a more player-friendly experience.

💡Risk Aversion

Risk aversion in the context of the video refers to the tendency of AAA game developers and publishers to avoid taking risks in their game designs to ensure commercial success. This approach often results in formulaic, predictable games that lack innovation. The video argues that this risk aversion is a significant factor in the decline of AAA gaming and the rise of Indie games, which are seen as more willing to take creative risks.

💡Game Development Costs

Game development costs refer to the financial investment required to create a video game, including salaries, technology, marketing, and other expenses. The video discusses how the costs of developing AAA games have skyrocketed, leading to an increased need to commercialize and monetize games to ensure a return on investment. This financial pressure is presented as a factor contributing to the decline in creativity and quality of AAA games.

💡Pre-Orders

Pre-orders are a business practice where consumers can purchase a game before its official release, often with incentives such as early access or exclusive content. The video criticizes the prevalence of pre-orders in AAA gaming, suggesting that they are a sign of excessive monetization and a lack of confidence in the product's ability to sell based on its own merits.

💡Live Service Games

Live service games are online games that are designed to be updated and maintained over time with new content and features. The video mentions live service games in the context of AAA titles, suggesting that they are part of a trend towards games-as-a-service, which can lead to a focus on long-term monetization rather than delivering a complete and satisfying initial experience.

💡Game Design

Game design refers to the creation of the rules and gameplay mechanics that define how a game functions. The video discusses how AAA game design has become safe and formulaic, with developers relying on proven formulas rather than innovating. In contrast, Indie games are praised for their unique and creative designs that often challenge conventional norms.

💡Studio Closures

Studio closures refer to the shutting down of video game development studios, often due to financial difficulties or poor performance of their games. The video mentions studio closures as a consequence of the high-risk, high-reward nature of AAA game development, where a single unsuccessful game can lead to significant financial losses and even the closure of the studio.

💡Remasters

Remasters are updated versions of previously released games, typically featuring improved graphics, performance, or additional content. The video criticizes the trend of AAA publishers releasing remasters as a quick way to generate revenue without investing in new, innovative content. It contrasts this with the creativity and originality found in many Indie games.

💡Corporate Interference

Corporate interference refers to the involvement of higher-level management or corporate executives in the creative process of game development, often leading to decisions driven by financial considerations rather than creative vision. The video suggests that corporate interference can lead to a lack of cohesion and originality in AAA games, contributing to their decline in quality and creativity.

Highlights

The new Star Wars Outlaws game is criticized for its excessive monetization and lack of innovation, with a focus on pre-orders and season passes.

Arrowhead Games' approach to game development emphasizes challenging player creativity and fostering friendships, contrasting with AAA gaming's current direction.

AAA gaming is described as being in decline, with a shift towards safe, formulaic, and predictable games, as opposed to the rise of indie games which are seen as more creative and innovative.

The term 'AAA' originally referred to high-budget, high-profile games from reputable studios but has come to indicate the cost and aspirations of a game rather than its safety as an investment.

The growth in AAA game budgets since the 2010s has led to an increase in commercial failures, indicating a shift from the trend of successful AAA titles in the past.

The size and scope of AAA games have expanded to an unprecedented level, leading to a reliance on a cohesive vision and substantial resources, which increases the risk and cost of development.

The game Immortals of Avum, with its massive budget and subsequent poor sales, exemplifies the risks of over-investment in AAA game development.

The COVID-19 pandemic led to increased video game sales, causing some companies to expand operations, but the subsequent decline in sales has resulted in layoffs and studio closures.

Development costs for a single AAA game can range between $90 to $180 million, plus an additional $50 to $150 million for marketing, highlighting the unsustainable nature of the current model.

Indie games are praised for their ability to innovate and take risks due to smaller budgets and teams, leading to unique and player-friendly experiences.

The contrast between AAA and indie games is evident in their mission statements, with indie games often prioritizing player experience over monetization.

The rise of microtransactions and live service models in AAA games is driven by the need for consistent revenue streams to satisfy investors, at the cost of player experience.

Remasters and remakes are often criticized for their lack of quality and innovation, reflecting a trend of prioritizing quick profits over creative development.

Management interference and conflicting visions can lead to developer confusion and a lack of direction, as seen in the troubled development of games like Redfall.

The size of development teams can impact creativity and efficiency, with too small of a team causing stress and too large of a team leading to bureaucracy and a lack of individual influence.

Indie studios often provide better working conditions, with more creative control and flexibility, allowing developers to have a greater impact on the games they create.

The decline of AAA gaming is attributed to excessive budgets, scope, and expectations, which stifle creativity and force a committee-driven development process.

Transcripts

00:00

wow this new Star Wars Outlaws game

00:02

looks pretty great that's pretty good

00:04

you know what let's check out the

00:05

official website and see if we can learn

00:07

more about the good Lord what is

00:09

happening in there pre-order get 3 days

00:12

early access pre-order you want

00:15

pre-order the seasons pass and get 3

00:17

days early access pre-order that's four

00:20

four pre-orders on one screen extend K's

00:23

Journey with two upcoming dlc's you want

00:25

to play The Exclusive jaa's [ __ ] house

00:30

pre-order unlock exclusive cosmetic P

00:32

pre-order are you [ __ ] pre-ordering

00:34

yet you know what's funny if you go to

00:36

the arrowhead games website and just

00:39

just look at it there's something

00:41

special about an arrowhead game games

00:43

should challenge the creativity of the

00:45

individuals who play them we want our

00:47

games to help Forge friendships and look

00:50

at that not even an advertisement for

00:52

the super citizen Edition H I think this

00:55

is a great way to illustrate what AAA

00:57

gaming has become and what IND gaming

01:00

has evolved into the difference in

01:02

priorities is clear and you might assume

01:04

actman that's just typical Ubisoft greed

01:07

and shenanigans but you're wrong it's

01:10

worse than that what Ubisoft is doing

01:12

with Star Wars Outlaws is symptomatic of

01:14

a much greater issue plaguing all of AAA

01:16

gaming recently Ubisoft dropped a story

01:19

trailer for outlaws I watched it and I

01:22

felt apathy as you know apathy is death

01:28

the gameplay reveal for outlaws looked

01:29

solid but now I'm skeptical maybe it was

01:32

the boring writing the generic

01:34

presentation or the fact that they're

01:36

directing people towards the $120

01:39

version of the game instead of the

01:40

Standard Version hello I like money

01:43

still I don't remember the last time I

01:46

felt indifferent to a new Star Wars game

01:48

on the flip side one of my buddies sent

01:50

me a trailer for a game called King

01:53

makers I've never heard of this

01:54

franchise nor the studio behind it but

01:57

let's check it out

02:00

what the [ __ ] is this oh my God this a

02:04

[ __ ] Chevy truck you the oh you

02:06

shotguns how can that engine handle this

02:09

many guys on screen this is like

02:10

Mountain blade plus dynasty of warriors

02:12

with time travel oh grenades oh my God

02:17

and they have RTS mechanics no shot no

02:19

shot it can't get any crazy and

02:21

helicopters too here's the question of

02:23

the day why as a huge Star Wars fan am I

02:26

more excited for this and not this

02:30

well the answer is obvious it's Ubisoft

02:33

but like I said AAA gaming has been in

02:34

Decline for some time meanwhile Indie

02:37

Games have become a spawning pool for

02:39

creativity and Imagination you may have

02:42

seen the plethora of triaa gaming is

02:45

Dead videos spring up on YouTube well

02:47

AAA gaming didn't just

02:50

die it was

02:53

murdered if you got that reference

02:55

welcome back to 2017 YouTube clearly I'm

02:58

not the only one who has felt

02:59

disillusion and apathetic towards recent

03:01

AAA titles but a lot of people focus on

03:05

how AAA games have gotten worse they

03:06

highlight the obvious excessive

03:09

monetization unfinished products being

03:11

released I can't masturbate to this

03:13

character and while these are all issues

03:15

worth pointing out we need to understand

03:18

why these things are happening the

03:19

bigger picture you see the reality is

03:22

AAA games have become far too safe

03:24

formulaic predictable and just

03:27

unexciting perhaps it's because you're

03:29

an old jaded nerd act man no no that

03:32

couldn't possibly be it am I so out of

03:35

touch no it's the children who are wrong

03:38

that's what we're going to explore today

03:39

the decline of AAA gaming and the rise

03:41

of Indie why has AAA gaming gotten so

03:45

bad now first off what the [ __ ] does AAA

03:49

actually mean the advanced art bark

03:51

Association because I'd love to join

03:53

that club no instead you should join my

03:55

public Discord server the ACT Clan links

03:57

in the pin comment and in the little

03:59

card up here but the acronym originally

04:01

referred to large budget high-profile

04:04

games developed by reputable Studios

04:06

released by Major Publishers you know

04:08

Halo Call of Duty Warcraft The Witcher

04:11

50 Cent bulletproof Cory in the House

04:14

games that would shake the very

04:16

foundation of the world AAA games

04:19

typically have large teams expensive

04:22

marketing campaigns and copious amounts

04:24

of funding the term was taken from the

04:26

credit industry and applied to gaming

04:28

once the severely open obese corporate

04:30

Fat Cats realized video games weren't a

04:32

joke of a business and could actually

04:34

make more money than Hollywood for

04:36

business Moguls AAA meant this is the

04:38

safest investment you can make to get a

04:41

return that's not the case anymore today

04:43

AAA mostly indicates the aspirations and

04:47

cost of a game not how safe an

04:49

investment it is from the ' 80s to the

04:51

2000s there weren't many games that were

04:54

commercial failures it was mostly like

04:56

failed consoles and that's a good video

04:58

to watch but since the 2010s as AAA

05:00

gaming budgets have grown exponentially

05:03

we've seen some big ass flops Marvel's

05:06

Avengers Suicide Squad Anthem redfall

05:10

Aliens colonial Marines and in the last

05:13

seven or so years it also seems like

05:15

many popular franchises have released

05:18

what fans consider to be the worst entry

05:20

in said franchise Fallout 76 Battlefield

05:23

242 Mass Effect Andromeda maybe this is

05:26

all just a coincidence but as one

05:28

trained in the course you know that true

05:31

coincidences are rare So what gives why

05:34

have things changed well one of the

05:35

driving factors behind the decline of

05:37

AAA games is they've gotten too big the

05:41

pants do not fit anymore for reference

05:44

vanilla World of Warcraft was made by a

05:47

team of about 40 people H divers 2 was

05:49

made by a team of 100 over 9,000 people

05:54

contributed to Diablo 4 what 9,000

05:58

Starfield 7 7 years in development $200

06:02

million budget

06:05

1,700 planets to explore uh Todd you

06:09

think maybe we could tone that number of

06:10

planets down to like 30 or maybe 10 10

06:14

really good planets The Gamers desire

06:18

1,700 planets AAA games have exploded in

06:23

size scope and cost to an unprecedented

06:26

level on one hand a larger team has the

06:29

potential to create something truly

06:30

incredible revolutionary to realize

06:33

their greatest Ambitions but this relies

06:36

on having a cohesive Vision amongst many

06:39

people and the budget and resources to

06:41

make it happen however the more

06:43

ambitious a project the more money

06:45

invested into it the riskier it becomes

06:48

Immortals of avum a game you probably

06:50

never heard of was the debut title for

06:52

ascendant Studios and for some

06:55

inexplicable reason the game was given a

06:58

budget of

07:00

125 million smackaroos making it one of

07:04

the most expensive video games ever made

07:07

what the [ __ ] Immortals sold poorly an

07:11

ascendant after releasing their first

07:13

title had to lay off almost half of

07:16

their staff 6 months later the remaining

07:18

employees were fur load a fancy word for

07:22

uh maybe you have a job IDK and the

07:24

company's future is uncertain sometimes

07:27

memes can spit truth I want shorter

07:29

games with worse Graphics made by people

07:32

who are paid more to work less and I'm

07:34

not kidding Immortals of avium is a

07:36

mistake that shouldn't have happened and

07:38

it's the exact type of reason why AAA

07:40

Publishers are sticking with familiar

07:42

IPS and playing it safe you guys are

07:45

excited for Call of Duty 26 to come out

07:48

later this year the bigger they are the

07:50

harder they fall but why was Immortals

07:53

this random game bloated with such a

07:55

ridiculous budget and high expectations

07:58

well covid-19 changed a lot of things

08:01

people bought a shitload of video games

08:03

during that time and some upper

08:05

management folk adjusted their business

08:08

they saw this as an opportunity to

08:09

invest invest invest so they expanded

08:12

operations hired more employees but of

08:14

course the video game sales caused by

08:16

the pandemic didn't last and we're now

08:19

seeing the Fallout of that

08:22

overexpansion Fallout New Vegas 10,000

08:25

layoffs in 2023 and 8,000 more on the

08:29

way over 30 Studios were shut down

08:32

several games cancelled the hubris from

08:34

corporate overlords has uprooted this

08:36

industry in such terrible ways

08:38

overloading teams with talented

08:40

employees and a [ __ ] zillion dollars

08:42

isn't some magical recipe for success in

08:45

fact it puts the studio in a much more

08:47

dire stressful position cuz if the game

08:49

doesn't sell well they're [ __ ]

08:52

Blockbuster game development costs are

08:54

out of control according to a study by

08:57

the CMA a single AAA game could have

08:59

development costs between 90 to $180

09:03

million plus 50 to150 million for

09:07

marketing that Suicide Squad game that

09:10

200 people are

09:13

playing probably had an inflated budget

09:16

this is clearly unsustainable it's like

09:18

every major AAA game is some massive

09:21

liver die gamble naturally companies

09:24

want to mitigate and avoid all the risk

09:27

they can so again they rely on

09:30

established IPS and stick with what's

09:31

familiar and most of all safe so wait a

09:35

minute act man you're telling me tripa

09:37

games have become a greater risk but

09:40

also safer that's a paradox John think

09:43

about it this way the bigger the budget

09:46

the more employees working on a game the

09:48

more copies it needs to sell therefore

09:52

it has to appeal to a lower common

09:54

denominator they have to simplify and

09:57

dumb down something they canot not take

10:00

risks or experiment they have to stick

10:02

with what has proven to work this is a

10:04

huge reason why Indie Games such as hell

10:07

divers 2 Hades lethal company are so

10:10

much better at innovating on a popular

10:12

formula or giving us something brand new

10:15

which would you rather play back for

10:17

blood or deep rock Galactic I better see

10:20

some [ __ ] rock and stone in the

10:22

comments but that's the thing back for

10:24

blood is a cheap imitation of what

10:27

inspired it while Deep Rock gal tactic

10:29

is a unique Twist on the whole four dumb

10:32

asses trying to accomplish something

10:34

Co-op game deep rock is brimming with

10:36

charm style and this is going to sound

10:38

cheesy as [ __ ] but you can feel the love

10:41

that went into it I can't say the same

10:43

with back for blood what are some other

10:45

examples that illustrate how games have

10:47

gotten safe well let me ask you this did

10:50

you think for 1 millisecond that the

10:52

Modern Warfare 3 remake was going to do

10:55

the no Russian scene Justice did you

10:57

think it was going to be as shocking if

10:59

not more so no are you a terrorist no

11:04

you look like

11:07

me woo oh give the Riders a raise of

11:11

course not like even Call of Duty feels

11:13

like it's been sterilized but of course

11:15

there's some exceptions with like Cold

11:17

War I mean that game took some serious

11:19

risks with its campaign and story and it

11:21

paid off Gamers love being surprised we

11:24

love being thrown for a loop because

11:26

it's so hard to do now in the age of the

11:28

inter

11:29

and with all these leaks and everything

11:31

this is why hell divers 2's live service

11:34

is retaining so many players because

11:36

there haven't been any road maps going

11:38

into excruciating detail about what to

11:41

expect it's why the Redemption of No

11:42

Man's Sky hit so hard because Shan and

11:44

hello games just went into hibernation

11:47

and came out when they had something to

11:49

show people when I say safe I'm not just

11:52

talking about the lack of innovation

11:53

with game design but also the writing

11:56

AAA franchises that used to go really

11:58

hard with the dialogue now feel pame

12:01

like they're pulling punches I'm not a

12:03

huge expert on Fallout so Fallout fans

12:06

please correct me in the comments if I'm

12:07

wrong but there is a massive difference

12:10

between bethesda's Fallout games and the

12:13

other Fallout games in New Vegas you can

12:15

literally sell drugs to children like

12:17

like that's a real choice you have in

12:19

the game you can be an absolute Maniac

12:22

you can shake down a guy for caps and

12:24

he'll say well you've taken everything

12:26

but the clothes off my back and then you

12:28

can say actually give me your [ __ ]

12:30

clothes too you know what I mean like

12:33

for some reason I just can't picture

12:35

these types of things being in a new

12:37

Fallout game codor 2 is also a fantastic

12:40

example because I doubt we'll ever see a

12:43

Star Wars game that takes the franchise

12:45

in such a bold Direction codor 2 is a

12:49

Star Wars game where the main villain

12:51

wants to kill the force destroy the

12:55

force like remove it from the universe

12:58

destroy the concept of Sith in Jedi

13:00

completely there's no way in Nara we'd

13:03

ever witness a Star Wars game that

13:05

delves into that sort of thing according

13:07

to obsidian Chris Avalon one of the main

13:09

writers for New Vegas and cotor 2

13:12

Obsidian made multiple proposals to

13:14

develop spin-offs for Fallout in the

13:15

Elder Scrolls all of which were turned

13:18

down by Bethesda and while we can only

13:20

imagine the reason why perhaps it was

13:22

too risky in their eyes here's another

13:25

example Halo Wars 2 console rtsh pretty

13:28

Niche but but its expansion Awakening

13:30

the nightmare was the first time in a

13:32

decade we saw the flood in a Halo game

13:36

why haven't the flood appeared in the

13:37

main series don't want to risk lowering

13:40

the sales with an M rating right mated

13:42

games don't sell too great do they

13:45

speaking of Rockstar God this industry

13:47

pisses me off sometimes LA Noir 2 where

13:50

is it bully 2 and you might think well

13:53

isn't that hypocritical act man you were

13:54

just complaining about these companies

13:56

sticking to established IPS but both of

13:58

these fr ches only have one game and

14:01

that's kind of my point instead of

14:03

making one you know $400 million game

14:07

why not cut a chunk of that out and

14:09

develop multiple doublea games what if

14:12

they took one of these $150 million

14:15

triaa budgets and made a couple of $20

14:17

million Bets with them right and just

14:20

funded a bunch of projects and the risk

14:23

is much smaller and I think that would

14:25

be uh very good for the industry and I

14:28

wish triple would take more risk like

14:30

that with smaller teams and you would

14:31

get that cohesion you would get that

14:33

sort of singular Vision I think and and

14:35

stronger creativity out of it I at least

14:37

understand this for Rockstar because

14:39

their games are so overhyped if they

14:41

released a sequel that you thought was a

14:43

9 out of 10 that would feel

14:45

disappointing a bunch of Halo spin-offs

14:47

were also pitched to leadership at 343

14:49

including an ODST themed game similar to

14:52

Hell divers 2 imagine what could have

14:55

been I guess I just don't understand why

14:57

the corporate side of game development

14:59

treats every title like it has to be an

15:02

all-in bet do you see what I'm getting

15:03

at so many of our favorite franchises

15:05

that we grew to love because of how bold

15:07

they were are now playing it safe and

15:11

that's why Indie and double a gaming is

15:12

thriving right now because they can take

15:14

risks they're not obsessing over how

15:16

many people are going to buy the game

15:18

the developers of power were like well I

15:21

hope this doesn't make us go bankrupt

15:23

Indie studios are operating at the level

15:25

that AAA used to and when you don't have

15:28

to make hundreds of millions of dollars

15:29

to keep your company afloat and not fire

15:32

your entire Studio you can take risks

15:35

and going back to my initial comparison

15:36

between Arrowhead and Ubisoft there's a

15:39

huge difference in the mission

15:41

statements of AAA and Indie Games balers

15:44

Gate 3 is an indie game laran is an

15:47

independent Studio but the quality is so

15:49

amazing you'd assume it's AAA right

15:52

there's this trend of Indie developers

15:54

reassuring customers that they're not

15:56

going to Nickel in Dias no there are no

15:59

in-game purchases in our game we believe

16:01

in providing a complete and immersive

16:03

gaming experience without the need for

16:04

additional purchases vermintide 2 is one

16:07

of the only games to do loot boxes right

16:09

because they didn't sell them at the

16:11

height of the loot box craze no less

16:13

hell divers 2 doesn't let you pay for

16:15

tiers in the freedom passes Indie

16:17

developers can afford to be more player

16:20

friendly because they don't have these

16:23

investors hanging over their heads and

16:25

these massive budgets you might think

16:27

all these egregious microtrans actions

16:29

is just pure corporate greed and there's

16:31

a good chance some of it is but it's

16:33

also a safeguard like a necessity and I

16:36

think the solution is just to make games

16:38

smaller dude now a really shitty

16:40

byproduct of this risk averse mentality

16:43

is that a lot of these Publishers are

16:45

looking for a quick Buck they want to

16:47

make easy money so what do they do Bingo

16:50

flood the market with shitty remasters

16:53

boy there's been an abundance of these

16:55

lately The Last of Us won on PC GTA

16:58

Trilogy a [ __ ] here we go

17:02

again hell even Dark Souls remastered

17:05

sucked major ass and don't even get me

17:08

started on the [ __ ] Battlefront

17:10

collection did you know that at one

17:12

point Warcraft 3 reforged had like three

17:14

people working on it like one guy was

17:17

supposed to remake all of the cut scenes

17:19

and this is so perplexing these Studios

17:21

dump 10 figures into a new game but

17:23

can't even hire 10 people to make a

17:25

decent remaster it's it's like there's

17:27

no middle ground it's it's either no

17:29

budget or dump the bank account

17:32

meanwhile lethal company made by one guy

17:35

now because studios are investing so

17:37

much they tend to interfere with the

17:39

creative process to insane degrees they

17:42

see trends that are making money

17:44

elsewhere and they think well let's just

17:47

throw that into our game I'm funding

17:49

this what I say goes redfall lost 70% of

17:53

its Arcane staff during development

17:54

struggled the whole way development of

17:56

redfall began in 2018 as parent zenax

17:59

was quietly looking to sell itself and

18:01

was encouraging its Studios to create

18:03

games as a service projects like

18:05

OverWatch microtransactions were

18:07

intensely encouraged however the

18:09

problems in trying to develop redfall

18:11

surfaced early firstly management kept

18:13

offering conflicting visions of what the

18:15

game would and should be resulting in

18:17

developer confusion about what they were

18:19

creating how to reconcile single player

18:21

and multiplayer within an Arcane game

18:23

was never really resolved either

18:26

secondly Arcane employed fewer than 100

18:28

people which had been enough to make a

18:29

single player game but was not a healthy

18:31

number for developing a large

18:33

multiplayer game with microtransactions

18:34

to manage Outsourcing work to other

18:36

Studios was reportedly not enough to

18:39

alleviate the strain as a result of

18:41

plummeting morale and lack of Direction

18:43

veteran employees left the company in

18:45

droves with about 70% of the staff

18:48

ultimately leaving Arcane redfall is not

18:50

the only story of its kind you can look

18:53

at most AAA flops or AAA games that's

18:56

severely disappointed and you'll find

18:58

something similar management interfered

19:01

management wanted this I imagine they

19:04

feel they have to micromanage these

19:06

things again because of the investment

19:08

sometimes with AAA games it feels like

19:10

there's too many cooks in the kitchen

19:13

and Gordon Ramsey is pissed what are you

19:16

an idiot sandwich there's got to be a

19:18

happy middle ground in Dev team size too

19:21

small and you feel like the world rests

19:22

on your shoulders too big and you feel

19:25

like you have zero agency and influence

19:28

these big Dev teams especially when

19:30

they're spread out against multiple

19:31

Studios across the country can sometimes

19:34

have very inefficient communication

19:37

bureaucracy next Battlefield has the

19:40

largest development team so far one year

19:42

later former dice Dev says 2042 never

19:46

stood much chance being great at launch

19:48

there's a video by Timothy Kane the

19:50

creator of the original Fallout about

19:52

game development caution and he talks

19:55

about how certain things in game

19:56

development now that could be fixed in

19:59

45 minutes now take 4 weeks when we were

20:02

making the outer Worlds the combat AI

20:06

wasn't really in yet so I asked for a

20:08

very simple combat aggression code to be

20:11

added this is how simple it was every

20:13

time an NPC got shot they would see if

20:15

that person was on the list of someone

20:17

who' shot them if they weren't they'd

20:19

added them to the list with the amount

20:20

of damage they just took if they were

20:22

already on the list they just add the

20:24

amount of damage they took whenever

20:25

they're deciding who to attack they

20:27

attack the person at the top of the list

20:28

list that's it that's all I wanted the

20:30

programmer who it got signed to came to

20:32

me and said I need 4 weeks and I'm like

20:34

why walk me through what you're going to

20:35

do and he goes you don't understand and

20:37

I was like I've coded this three times

20:39

walk me through it and he wouldn't he

20:41

left he left angry lead programmer came

20:43

back started yelling at me saying if he

20:45

says he needs 4 weeks he needs 4 weeks

20:47

and I'm like then I will do it I'll have

20:48

it done before lunch and he said no

20:50

because then people will have to support

20:51

your code I'm like I'm going to walk you

20:53

through what I want and you tell me why

20:55

this takes 4 weeks he looked at what I

20:56

wrote which was about 10 lines of su

20:58

code on a whiteboard and he goes I'll

21:00

come back he came back about an hour

21:02

later and said what about 2 weeks and I

21:04

said do I have any options here fine 2

21:07

weeks you want to fix these lines of

21:09

code that decision has to go through 10

21:12

[ __ ] departments now it needs to be

21:13

approved by your manager by your

21:15

manager's manager it has to go through

21:17

the marketing team the Dei office the

21:20

[ __ ] janitor's cousin has to approve

21:23

it Indie developers don't have the same

21:25

level of bureaucracy I imagine if

21:27

there's a problem with to code you could

21:29

just walk over to the cubicle of Jimbo

21:31

and ask him about it without the [ __ ]

21:33

HR department breathing down your neck

21:35

and you also have to make games that can

21:37

be released in China you need that China

21:39

money it has to hit certain quotas and

21:41

scores on diversity equity and inclusion

21:43

to secure funding and a game needs to

21:45

have microtransactions for this

21:47

consistent Revenue Source a live service

21:49

business model so that makes the

21:50

investors happy and can you see how

21:53

creativity dies in this environment when

21:55

games are made by committee and not

21:58

creativity it also seems like the more

22:01

employees a company has the easier it is

22:04

for you to blend in and not be seen or

22:06

heard Indie Studios typically have

22:09

better working conditions with flexible

22:11

hours employees have more creative

22:14

control smaller teams allow the

22:16

individual to have more influence on a

22:18

game and a greater impact I've seen a

22:21

lot of Articles from X developers who

22:23

say this game wasn't what we intended to

22:26

make it wasn't what we envisioned

22:28

disagreements are going to spring up in

22:30

game development but it's easier to

22:32

settle an argument between two people

22:34

than it is 100 at the end of the day

22:37

Indie gaming has risen where triaa has

22:39

fallen the decline of AAA gaming is due

22:43

to the insane budgets scope and

22:45

expectations of these games how that

22:47

affects the employees the work

22:49

environment the investors and higher-ups

22:51

who have to constantly micromanage these

22:53

games and throw in their own ideas when

22:55

they have no [ __ ] clue what makes a

22:56

good video game I feel like a lot lot of

22:58

these developers simply don't have the

23:00

same luxuries and freedom to create art

23:03

like they used to game development in

23:05

the AAA space is now a committee process

23:08

where Simple Solutions to bugs can take

23:11

weeks where the freedom to express and

23:13

create art and take risks is suppressed

23:17

in favor of creating the generic and the

23:19

safe too many external factors have

23:21

disrupted what used to be a creative

23:24

process with the singular goal of making

23:26

the best and most fun video game

23:28

possible it ain't about that no more

23:30

this [ __ ] has to make money and a lot of

23:32

it and it's for all these reasons that

23:34

AAA gaming is declining and why Indie

23:37

titles are thriving but what do you

23:39

think what are some of your favorite

23:40

indie games let me know your thoughts

23:42

and opinions in the comments below don't

23:44

forget to join my public Discord server

23:46

links in the pin comment and the

23:48

description thank you all for watching

23:49

hope you enjoyed the video leave a like

23:51

if you did and subscribe to the actman

23:53

for more awesome content all right

23:55

everyone that's all I got for today this

23:56

is the actman signing out

23:59

peace

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Related Tags
AAA DeclineIndie GamingBudget ImpactCreative FreedomGame DevelopmentRisk AversionMicrotransactionsCultural TrendsDeveloper InfluenceCorporate Interference