While it might seem odd that a studio behind critically acclaimed titles from the last generation would suddenly shut up shop, and a little odd that Levine would welcome the loss of many, many talented staff, theres probably a bit more going on if you read between the lines. In short: Levine is acting somewhat as a fall guy for what has been an ongoing financial mess.
Irrational Games early days had them release titles once every two or three years, putting the studio behind classics such as System Shock 2 and Freedom Force. The last few years, however, havent been quite as favourable. While the time between SWAT 4 and BioShock seems to be only two years on paper, the game was in development for quite awhile beforehand, going through a scrapped concept before its revised announcement in 2004. BioShock Infinite was even more troublesome, the development cycle taking at least six years (more considering pre-production), going through a number of iterations and visions, costing a small fortune in the long run.
While its easy to say But these games reviewed well, and sold well!, this has not necessarily been the case for Take-Two, a company that has been posting fiscal losses every year that didnt include the release of a Grand Theft Auto title, or Red Dead Redemption. Success on the small scale for Irrationals work is damaged by Take-Twos losses as a whole, as the parent company promised shareholders twice that theyd stop reporting losses in these non-Rockstar years, failing to follow through.
In the long run, it is quite likely Take-Two viewed Irrationals games for what they are: very expensive projects with very long development cycles. Critically revered, but not good business for a publisher that wants to ensure theyre reporting positive fiscal growth, something very difficult to do when years pass by with money being funnelled off to Irrational to finish a scrapped then rebuilt project that may be years away.
Take-Two probably gave Levine the ultimatum: either everyone goes, or you can stay with us with a small team. The digital boom and Levines pedigree ensures that whatever hes working on will likely be affordable to make and have a high return of investment. Much more profitable and shareholder appeasing than a six year multi-million dollar blockbuster. And that means the rest of Irrational Games, those that arent part of Levines fifteen person crew, must lay down on the chopping block.
Sad, but also perhaps a warning for how troubled this industry has become, one that may be heard too late. Developers have been dropping like flies over the last generation. It started with the small and insignificant, but over the last few years it has moved up. Once upon a time low tier studios youve probably never heard of were the ones taking the bullet. Then it was Silicon Knights and Pandemic Studios, mid-to-high tier studios well established in the industry. Cing, Hudson, and the climax of THQs implosion that took with them Blue Tongue and Vigil Games, among others. And now Irrational Games, a studio arguably considered one of the most acclaimed and definitively AAA production studios of the last generation.
The safety net of blockbuster studios loved and adored by gamers is a myth, and years old arguments that the AAA production model, wherein tens if not hundreds of millions are funnelled into a single games development is simply not sustainable, is perhaps more evident here than anywhere else. The publics insatiable desire for blockbusters and unfair critique of games that do not meet a ludicrous production standard is part of the problem, and though it started at the bottom, were now seeing the damage hit the very top. Ultimately the real question is: wholl be next to fall, and who is trying to salvage the mess?
Rocket Chainsaw would like to wish those let go at Irrational Games the best of luck finding work elsewhere.