Well, yeah, I would love to see what the Ubisoft staff can come up with when freed from AC’s clutches. I have seen it, in fact, and it was a really good Prince of Persia Metroidvania. Would have bought a sequel if everybody else hadn’t ignored it.
But the point is they weren’t stuck making AC because AC is big, they were stuck making AC because somebody at Ubi knew it was one of their two remaining moneymakers and couldn’t find the guts to take a risk or the creativity to find a new hit. And I wouldn’t necessarily have wanted that risk to be a small game. People didn’t buy the first few ACs or Far Crys or whatever because they were small. They bought them because they were new, innovative and impressive at the time.
And no, I don’t for a minute think Zelda is cheaper than other games. Monolith has three studios with three or four hundred people, total. Each of those games was in development for years. Pixels don’t cost money, people in chairs coding and modelling cost money. Sure, HD assets are more expensive to make because they often take longer, and there is arguably a tendency in some studios to overinvest in asset detail without letting design iterate enough first.
But I will keep stressing this, letting designers iterate is itself expensive, and neither Nintendo’s games nor BG3 are any cheaper than super raytraced global illumination or whatever.
And to your point, a lot of people DO apply their budget the way you describe. That’s how you got (takes deep breath) Zelda BOTW and TOTK, Astro Bot, The Last of Us, Marvel’s Spider-Man, Baldur’s Gate III, Elden Ring, Tekken 8, the Dead Space remake, the Silent Hill 2 remake, Indiana Jones and the Great Circle, Xenoblade Chronicles 3, Ratchet & Clank: Rift Apart, Street Fighter 6, Alan Wake 2, God of War, Guardians of the Galaxy or Returnal.
All triple A AF, all different shades of weird and cool and inventive and extremely well made and all games I’ve finished, or at least played for dozens of hours. I love triple A games, and I refuse to let cynical online discourse reframe them as cookie cutter crap because it’s fun to dunk on Ubisoft this decade or whatever.
somebody at Ubi knew it was one of their two remaining moneymakers and couldn’t find the guts to take a risk or the creativity to find a new hit
And that’s exactly the problem with AAA, they tend to take the lower risk path.
Indies have to take massive risks to stand out, and while most fail, the few that stand out are absolutely incredible. They can’t rely on the GFX or marketing departments to carry the game for them, it has to be so good people want to share it with their friends. One of the first indies I played was FTL, and that was because a friend recommended it to me.
I don’t for a minute think Zelda is cheaper than other games
The estimates I’ve seen are that BOTW is ~$120M, whereas AC games are >$300M (even $500M). Figures like these are hard to come by, especially for Nintendo, and they’re generally not very comparable since different studios need different marketing budgets.
takes deep breath
So mostly Nintendo and Sony, and a handful of others. Note, these are pretty much all Japanese studios, who are generally known for more frequent, smaller-scale, and more inventive game releases.
The problem seems to be more an issue with western AAA studios, so Rockstar (Red Dead kind of diversified them), Activision/Blizzard (lots of samey games, little innovation), Ubisoft, EA (they’re great at killing interesting ideas), etc. They spend way too much on graphics and way too little on interesting content. Rockstar is the only one on the list that I’ve played a recent game from, assuming you consider RDR2 and GTA V “recent.”
Favorite studios release good games with a reasonable length that aren’t massive open-world collectathons. In fact, I didn’t even really like BOTW, despite praising them for trying something new (I hate that they killed the best part of Zelda to me: dungeons). It’s not that I don’t like open world games in general (love Elder Scrolls games), I just don’t like games that are open world for the sake of it, and that’s what seems to balloon budgets and encourages filler.
And that’s exactly the problem with AAA, they tend to take the lower risk path.
No, for Kojima’s sake, it’s not the problem with AAA, it’s the problem with Ubisoft. Some of Ubisoft, at that. I’m running out of ways to say this.
You keep trying to crunch this down to this small mental model of AAA as Ubisoft-like practices, or maybe Ubisoft, Bethesda and Activision or whatever. It’s just not accurate.
The budget estimates you’re using are almost certainly not accurate, and neither are your assumptions about Nintendo and Ubisoft’s relative sizes. Nintendo has 50x the capitalization of Ubisoft, and is famously one of the most cash-rich companies in the industry (and in Japan). Even if your estimate of Assassin’s Creed’s budget was correct, Nintendo could fund 100 Assasin’s Creed games tomorrow and still have resources left over to make a bunch of other first party games.
Also, no, my list isn’t “mostly Nintendo and Sony” or “all Japanese Studios”. At a glance it includes games made by ten publishers and fifteen development studios. It includes six games made primarily in the US, five made in Europe and seven made in Japan. It’s actually a pretty even split. Not that it matters, because I could put together a whole other list like that in two minutes.
You are trying really hard to make this into a simple distinction between two types of games, broken by game size for some reason and I’m sorry, but reality just doesn’t want to play ball with that categorization. AAA isn’t just the four companies you don’t like (and, for the record, you keep mixing up publishers and developers through this whole thing) and those four companies aren’t even consistently bad or consistently producing only the types of games you describe. Your view of this is just overly simplistic.
Well, yeah, I would love to see what the Ubisoft staff can come up with when freed from AC’s clutches. I have seen it, in fact, and it was a really good Prince of Persia Metroidvania. Would have bought a sequel if everybody else hadn’t ignored it.
But the point is they weren’t stuck making AC because AC is big, they were stuck making AC because somebody at Ubi knew it was one of their two remaining moneymakers and couldn’t find the guts to take a risk or the creativity to find a new hit. And I wouldn’t necessarily have wanted that risk to be a small game. People didn’t buy the first few ACs or Far Crys or whatever because they were small. They bought them because they were new, innovative and impressive at the time.
And no, I don’t for a minute think Zelda is cheaper than other games. Monolith has three studios with three or four hundred people, total. Each of those games was in development for years. Pixels don’t cost money, people in chairs coding and modelling cost money. Sure, HD assets are more expensive to make because they often take longer, and there is arguably a tendency in some studios to overinvest in asset detail without letting design iterate enough first.
But I will keep stressing this, letting designers iterate is itself expensive, and neither Nintendo’s games nor BG3 are any cheaper than super raytraced global illumination or whatever.
And to your point, a lot of people DO apply their budget the way you describe. That’s how you got (takes deep breath) Zelda BOTW and TOTK, Astro Bot, The Last of Us, Marvel’s Spider-Man, Baldur’s Gate III, Elden Ring, Tekken 8, the Dead Space remake, the Silent Hill 2 remake, Indiana Jones and the Great Circle, Xenoblade Chronicles 3, Ratchet & Clank: Rift Apart, Street Fighter 6, Alan Wake 2, God of War, Guardians of the Galaxy or Returnal.
All triple A AF, all different shades of weird and cool and inventive and extremely well made and all games I’ve finished, or at least played for dozens of hours. I love triple A games, and I refuse to let cynical online discourse reframe them as cookie cutter crap because it’s fun to dunk on Ubisoft this decade or whatever.
And that’s exactly the problem with AAA, they tend to take the lower risk path.
Indies have to take massive risks to stand out, and while most fail, the few that stand out are absolutely incredible. They can’t rely on the GFX or marketing departments to carry the game for them, it has to be so good people want to share it with their friends. One of the first indies I played was FTL, and that was because a friend recommended it to me.
The estimates I’ve seen are that BOTW is ~$120M, whereas AC games are >$300M (even $500M). Figures like these are hard to come by, especially for Nintendo, and they’re generally not very comparable since different studios need different marketing budgets.
So mostly Nintendo and Sony, and a handful of others. Note, these are pretty much all Japanese studios, who are generally known for more frequent, smaller-scale, and more inventive game releases.
The problem seems to be more an issue with western AAA studios, so Rockstar (Red Dead kind of diversified them), Activision/Blizzard (lots of samey games, little innovation), Ubisoft, EA (they’re great at killing interesting ideas), etc. They spend way too much on graphics and way too little on interesting content. Rockstar is the only one on the list that I’ve played a recent game from, assuming you consider RDR2 and GTA V “recent.”
Favorite studios release good games with a reasonable length that aren’t massive open-world collectathons. In fact, I didn’t even really like BOTW, despite praising them for trying something new (I hate that they killed the best part of Zelda to me: dungeons). It’s not that I don’t like open world games in general (love Elder Scrolls games), I just don’t like games that are open world for the sake of it, and that’s what seems to balloon budgets and encourages filler.
No, for Kojima’s sake, it’s not the problem with AAA, it’s the problem with Ubisoft. Some of Ubisoft, at that. I’m running out of ways to say this.
You keep trying to crunch this down to this small mental model of AAA as Ubisoft-like practices, or maybe Ubisoft, Bethesda and Activision or whatever. It’s just not accurate.
The budget estimates you’re using are almost certainly not accurate, and neither are your assumptions about Nintendo and Ubisoft’s relative sizes. Nintendo has 50x the capitalization of Ubisoft, and is famously one of the most cash-rich companies in the industry (and in Japan). Even if your estimate of Assassin’s Creed’s budget was correct, Nintendo could fund 100 Assasin’s Creed games tomorrow and still have resources left over to make a bunch of other first party games.
Also, no, my list isn’t “mostly Nintendo and Sony” or “all Japanese Studios”. At a glance it includes games made by ten publishers and fifteen development studios. It includes six games made primarily in the US, five made in Europe and seven made in Japan. It’s actually a pretty even split. Not that it matters, because I could put together a whole other list like that in two minutes.
You are trying really hard to make this into a simple distinction between two types of games, broken by game size for some reason and I’m sorry, but reality just doesn’t want to play ball with that categorization. AAA isn’t just the four companies you don’t like (and, for the record, you keep mixing up publishers and developers through this whole thing) and those four companies aren’t even consistently bad or consistently producing only the types of games you describe. Your view of this is just overly simplistic.