Look at games like Red Dead Redemption and Grand Theft Auto IV. Graphically, they are obviously older by today's standards, but they still look good enough to be enjoyable. More importantly, their visual quality isn't what makes them memorable. It's the worlds, writing, characters, mechanics, atmosphere, and sheer amount of content.
At some point, the pursuit of graphical fidelity stops being a meaningful improvement for the player and becomes an enormous financial liability for the developer.
And that's especially dangerous when the industry increasingly expects major releases to cost $80.
I'd Rather Buy Four $20 Games
Imagine a studio built around a highly reusable engine and a common set of development tools.
Instead of spending five or six years putting essentially the entire company behind one enormous AAA release, that studio could produce several smaller games:
- A $20 crime game.
- A $20 horror game.
- A $20 sci-fi shooter.
- A $20 open-world adventure.
They could share technology, animation systems, tools, assets, AI frameworks, rendering technology, networking infrastructure, and other underlying systems.
The games wouldn't need to compete with Grand Theft Auto VI on scale.
They would simply need to be good.
And from the consumer's perspective, four $20 games are a much easier proposition than even a single $80 games. More importantly, they can appeal to completely different audiences.
Someone might not care about your multiplayer shooter but happily buy your horror game. Someone else might ignore the horror game but love the western. A failure doesn't necessarily take the entire company down with it.
That's a fundamentally different risk profile.
Rockstar Can Afford the Giant Bet
Rockstar Games is an unusual example because it has earned the ability to make enormous bets.
GTA VI is almost certainly going to be one of the biggest entertainment launches imaginable. Rockstar has the talent, technology, established audience, intellectual property, and financial resources to justify putting an extraordinary amount of its weight behind it.
If GTA VI succeeds, the strategy looks brilliant.
But Rockstar being able to make that bet doesn't mean every studio should copy it.
That's where the industry's obsession with AAA scale becomes dangerous.
The Problem With Copying Rockstar Without Rockstar's Resources
A studio sees GTA, Red Dead, The Last of Us, or another enormous franchise and concludes that the path to success is to make something equally massive.
But they don't have Rockstar's decades of accumulated technology and expertise.
They don't have the same established franchises.
They don't have the same audience.
They don't have the same cash reserves.
And they certainly don't have the same margin for failure.
So they spend hundreds of millions of dollars and years of development time trying to manufacture a blockbuster.
Then the game launches.
If it fails, what does the studio have left?
That's the terrifying part.
A studio that spends years making one enormous game can effectively put its entire future on a single roll of the dice.
Marathon Is a Useful Warning
Marathon is an interesting example of this problem—not because its eventual commercial performance is predetermined, but because it illustrates how much a modern AAA project can demand before the public even gets to decide whether it wants the game.
Bungie has enormous expertise and a history of successful franchises, but an ambitious live-service project can consume extraordinary amounts of development time and resources.
And that's the fundamental problem with the model:
The bigger the project becomes, the more catastrophic failure becomes.
A $20 million game that underperforms hurts.
A $200+ million game that underperforms can fundamentally alter a company's future.
A studio can spend years building one giant product while simultaneously losing the ability to create anything else.
Technology Should Be an Asset, Not a One-Time Expense
This is why reusable engines and production pipelines are so important.
If you build an excellent driving system, why should it only exist in one game?
If you've developed excellent NPC behavior, animation technology, weather systems, environmental tools, weapons systems, or multiplayer infrastructure, why throw all of that away after one release?
The smartest studios should be thinking:
How many games can we build from the technology we've already paid for?
That's where $20–$30 games become particularly interesting.
You don't need every game to be the next cultural phenomenon.
You need a portfolio.
One game becomes a modest success.
Another becomes a cult hit.
Another breaks even.
Another unexpectedly explodes.
And suddenly the studio isn't dependent on a single $80 product selling ten million copies just to justify years of development.
Bigger Isn't Automatically Better
There is also a consumer-side argument here.
We're reaching a point where players are inundated with enormous games.
Every major release wants hundreds of hours of our time.
Every franchise wants to become a platform.
Every publisher wants its game to be the one thing we play for the next six months.
But most people don't need another 100-hour game.
Sometimes I want a 12-hour game with a great campaign.
Sometimes I want a weird $20 experimental game.
Sometimes I want a focused multiplayer game.
Sometimes I want an old-fashioned linear shooter.
And sometimes I want GTA.
The industry would benefit from making room for all of those things.
The Future Doesn't Have to Be $80 or Bust
The lesson isn't that enormous games shouldn't exist.
GTA VI should be enormous if that's what Rockstar needs it to be.
The lesson is that not every studio can afford to build like Rockstar.
The healthier model might be an ecosystem where a studio uses a common engine and technology stack to create multiple smaller games for different audiences rather than betting its entire existence on one gigantic blockbuster.
Give me four $20 games that each have a clear identity over one $80 game that took eight years and hundreds of millions of dollars to make.
Give developers room to experiment.
Give players more variety.
Give studios multiple opportunities to succeed.
Because the most dangerous thing about the modern AAA model isn't that a game can fail.
It's that one failure can leave the entire studio with nothing else to sell.
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