I think he is half right, because sometimes when a successful AA company begins to thrive, they tend to be noticed and then absorbed by a larger entity.Seems that Shawn Layden doesn't know that companies like the Embracer Group, Nintendo or Paradox exist. There's a gazillion AA games being developed and released.
There are many games that people assume are AAA games or small indie games but in terms of budget they fit better in the AA category.
Literally all of those are AAA.This year we had space marine 2, sh2, helldivers 2, metaphor rephantasio, stellar blade and wukong that are all AA when it comes to budget and studio size, the fact that some of them can look\play better than some AAA doesn't make them AAA, even if sony helped with something.
Dude should laydown the crack pipe.
This. It was a strong return in force this year for AA titles.This year is packed with AA releases.
And how is Embracer Group or Paradox doing? Not too good and that's his point.Seems that Shawn Layden doesn't know that companies like the Embracer Group, Nintendo or Paradox exist. There's a gazillion AA games being developed and released.
There are many games that people assume are AAA games or small indie games but in terms of budget they fit better in the AA category.
Those sound like numbers from rockstar or ubisoft tbh, very hard to believe, unless they count even the people who clean the officesLiterally all of those are AAA.
Wukong alone cost over $70m to make. Stellar Blade and Re:Fantazio have 1200-1400 people working on each. Space Marine 2 had ~2000 people.
The reason why they're absorbed into a larger entity is because AA developers know how precarious their situation is. If they were confident in big gains for their future they wouldn't sell. AA just doesn't sell.I think he is half right, because sometimes when a successful AA company begins to thrive, they tend to be noticed and then absorbed by a larger entity.
I don't blame any AA company for wanting to be absorbed into a larger one due to the precariousness you mentioned. The only thing I find aggravating is when the larger entity absorbs an AA company and then treats them like an AAA company with a near zero understanding of how that AA company's pipeline works. Whether that be giving them a project that is simply too huge, or moving up their release to a date that's way too soon.The reason why they're absorbed into a larger entity is because AA developers know how precarious their situation is. If they were confident in big gains for their future they wouldn't sell. AA just doesn't sell.
I don't blame any AA company for wanting to be absorbed into a larger one due to the precariousness you mentioned. The only thing I find aggravating is when the larger entity absorbs an AA company and then treats them like an AAA company with a near zero understanding of how that AA company's pipeline works. Whether that be giving them a project that is simply too huge, or moving up their release to a date that's way too soon.
Yea I could, but that's not what I'm talking about here, in this thread.You can think of any number of reasons for why certain games fail.
The fact of the matter is that this industry used to be filled with smaller studios making games in 2 - 3 years. That was the dominant model at one point.
It's no longer the dominant model because gamers don't prefer those types of games on the whole.
The entire market has shifted under the feet of many.
Can I ask where you got those figures from? (Especially Stellar Blade)Literally all of those are AAA.
Wukong alone cost over $70m to make. Stellar Blade and Re:Fantazio have 1200-1400 people working on each. Space Marine 2 had ~2000 people.
How is that different to what Shawn is saying?Bullshit.
There's a fallacious rationale that applies to many bad trends that their preachers try to sell them as "inevitable" "it's the future" while they distance themselves from them.
Corporate drones are the culprits for the AAAA madness, not "the market" or anyone else.
We have plenty of successful games below 30M budget. The problem, as usual, is that you need talented devs instead of copypasta makers to make those fly.
He works at Tencent games and these quotes are from an on-stage interview at Gamescom Asia. I'd really recommend reading the full article.Does he ever shut up? has he done anything since PS that has any relevance to gaming or does he just do interviews/rants and podcasts
AA games exist, but nobody buys them cause most are mid.
This is not a very good way to look at things. You're not going to have any game by a big publisher without hundreds of people at the credits. It's mostly localization, QA, publishing, etc. staff. This stuff barely makes up to the game budget (if it even does at all).Literally all of those are AAA.
Wukong alone cost over $70m to make. Stellar Blade and Re:Fantazio have 1200-1400 people working on each. Space Marine 2 had ~2000 people.
Eh, not true. Though, I still have no idea what he even did as 'chairman' of WWS.He did the opposite of what he's preaching right now when he was at Sony but whatever.
Everybody complains about the costs, because the costs rise every generation, as games get bigger and more detailed.And how is Embracer Group or Paradox doing? Not too good and that's his point.
Nintendo is also complaining about rising costs.
Contractors are the hidden force here. People look at studio headcounts, but contractors can easily inflate the overall team headcount.Those sound like numbers from rockstar or ubisoft tbh, very hard to believe, unless they count even the people who clean the offices
Moby Games.Can I ask where you got those figures from? (Especially Stellar Blade)
Moby Games has 1200 credited people for Stellar Blade. Which kinda tracks, the game is incredibly polished and I don't think it's just 5 people from XDEV to thank for that.This is not a very good way to look at things. You're not going to have any game by a big publisher without hundreds of people at the credits. It's mostly localization, QA, publishing, etc. staff. This stuff barely makes up to the game budget (if it even does at all).
The development team of Stellar Blade had 100 or so people from Shift Up Second Eve Studio, with 5 guys from SIE XDEV doing production work.
Embracer have had a lot of financial issues and let one of the biggest hits of the year slip through their fingers in order to survive (Space Marine 2).Everybody complains about the costs, because the costs rise every generation, as games get bigger and more detailed.
Regarding Embracer or Paradox, they are performing as the are: mid tier, AA.
I really encourage people here to actually read the article and not just the headline.
How is that different to what Shawn is saying?
He can't see ray tracing unless he has a 8k tv and playing in a dark room. Doubt he can see what's the difference between a AA and AAA game.What exactly is the cutoff for AAA vs AA? Is there some sort of table I can reference somewhere
I know, that's where I got this info.Moby Games has 1200 credited people for Stellar Blade.
The development team of Stellar Blade had 100 or so people from Shift Up Second Eve Studio, with 5 guys from SIE XDEV doing production work.
The XDEV producers don't really account for technical polishing, they're just there to manage the project and provide the funding directly to it. If you've read a bit about the creation of film or anime, maybe you will notice that they essentially act as the representatives of Sony Interactive Entertainment Inc. in the production of Stellar Blade.Which kinda tracks, the game is incredibly polished and I don't think it's just 5 people from XDEV to thank for that.
$70m is a AA budgetLiterally all of those are AAA.
Wukong alone cost over $70m to make. Stellar Blade and Re:Fantazio have 1200-1400 people working on each. Space Marine 2 had ~2000 people.
????
What would you call these?
90% of games I bought this gen were AA games, there is no shortage of them.....people just ignore them and pretend they are less of them.Do people not talk to other human beings? He obviously didn't mean literally. How do people have this much trouble with communication?
Nah, Embracer got a deal that was going to give them a ton of money. They gave it for granted but lost the deal and didn't get that money so got fucked and had to make a lot of cuts losing a lot of money.Embracer have had a lot of financial issues and let one of the biggest hits of the year slip through their fingers in order to survive (Space Marine 2).
Paradox has been facing flop after flop, to the point where its higher-ups are on an apology tour.
Generally, AA games are being very squeezed by AAAs from above and indies punching up from below.
He was the chairman of PlayStation's Worldwide Studios, he was responsible for overseeing the first-party production. He must have had a good understanding where the budgets and timelines were going. He, at least in small part, helped to steer the industry in this direction. He even said that having longer development cycles was their decision:hes probably regretting saying that considering the current state of the industry and dev times
with our decision to do fewer games -- bigger games -- over longer periods of time
I think he is at least partially blaming peers in these quotes, for focusing too much on games as a product rather than something fun:Apart from the headline, we have a match on the facts but not on the conclusions. Execs complaining about the high risk of AAA games nowadays don't blame their peers. They rather mention some mysterious forces that push companies to pursue these suicidal investments.
I don't agree with that. There's a vicious circle in which executives without a gaming culture want to make video games a junk food product, and for that purpose, they hire developers who align with that vision.
How have they changed so much. Do they choose to play bad games over good onesPlayer spending and playing habits have changed so much