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They are. Maybe you were fortunate enough for your 1200-person company to sustain itself on one big hit, but an economic downturn shrinks your audience considerably and makes it tougher for you to break even, and that’s assuming the quality of your game and marketing are just as good as your last hit.
Maybe the problem was that a brand new team made something so ambitious on their first go?
Maybe we ought to question whether AAA as the author knows it is really necessary. We can get excellent production value out of small teams that reduces the risk of not breaking even, and Unreal 5 is pretty damn good at enabling that. There’s an enormous success like Clair Obscur, but then there’s also a more modest success like The Alters or The Thaumaturge. I find it interesting that, despite their name and some pretty undeniable successes, a US studio like Supergiant Games can still measure their workforce in the dozens, not hundreds. I’ll bet they’re pretty good at retaining that talent.
I think we’ve more or less found the ceiling of how successful a game can be with things like Fortnite, and all this industry tumult is the result of C-suites trying to break that ceiling by overextending with tons of money.
Battlefield 6 wanted 100 million players, which is insane. They wanted that because they threw 500 million dollars at the project which is also insane.
I want to strike the execs who see a halfway interesting project and want the team to get 8,000 more members so they can release by Christmas.
I’d smack them with their secretary as a bludgeon, genuinely tell them to cut funding in half, and point out “CHRISTMAS HAPPENS EVERY YEAR”.