Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 2, 2014
arrowPress Releases
September 2, 2014
PR Newswire
View All





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


AC3 dev: We're the last of the AAA dinosaurs
 AC3  dev: We're the last of the AAA dinosaurs
September 5, 2012 | By Eric Caoili

September 5, 2012 | By Eric Caoili
Comments
    15 comments
More: Console/PC, Business/Marketing



"We're the last of the dinosaurs."
- Assassin's Creed 3 creative director Alex Hutchinson argues that triple-A games with massive development teams are a dying breed in today's industry.

"We're still the monster triple-A game with very large teams [and] multiple studios helping out on different bits," said Hutchinson in an interview with Edge Magazine. "There are fewer and fewer of these games being made, especially as the middle has fallen out."

Ubisoft has dedicated seven internal studios toward Assassin's Creed 3's development, as well as twice the production capacity of any previous title from the publisher. It's rare to see any publisher devote those kind of resources to anything but the biggest tentpole releases nowadays.

Hutchinson's statements echo many others' belief that the game industry is becoming more and more polarized, with publishers working on fewer medium-budget games and many developers shifting their focus to smaller projects.


Related Jobs

YAGER Development GmbH
YAGER Development GmbH — Berlin, Germany
[09.02.14]

Visual FX Artist (f/m)
Quantic Dream
Quantic Dream — PARIS, France
[09.02.14]

Animation Director
Vicarious Visions / Activision
Vicarious Visions / Activision — Albany, New York, United States
[09.02.14]

VFX Artist-Vicarious Visions
Vicarious Visions / Activision
Vicarious Visions / Activision — Albany, New York, United States
[09.02.14]

Animator-Temporary-Vicarious Visions










Comments


Christer Kaitila
profile image
Same thing happened to movies in the "epic movie" era waay back in the day. Each new media artform goes ballistic fighting an arms race via budget until the bubble bursts. Good news: a focus on fun/emotion/plot/quality over pure spectacle is what replaces this.

Silvio Carrera
profile image
You sir. Said it all!

Joe Morton
profile image
Re: your conclusion, I wish that were the case. In fact what happens - as evidenced by the current gaming landscape - is that people just flounder around in other media, and everything regresses.

[User Banned]
profile image
This user violated Gamasutra’s Comment Guidelines and has been banned.

Christian Nutt
profile image
I miss the middle.

Evan Combs
profile image
I don't know what middle you are talking about. I do know of a different middle that exists on channels such as XBLA and PSN.

Max McRae
profile image
I don't!

Because I have Nintendo. :>
Really, though. DS, 3DS and Wii have been great "middle" systems. XBLA and PSN have some awesome "middle" games as well. They're out there. You just need to look for them.

Lalleve Julien
profile image
Same here, I miss when "AAA" where made by twenty persons. Low quality expectations due to hardware limitations enabled variety, personnality, risks.

Dennis Crow
profile image
I'm proud to be a dinosaur!

marty howe
profile image
AAA will be here forever Alex (because consumers want it )

Don't you?

The key is to make AAA games at lower cost, more efficient team sizes, efficient development processes, no dead weight etc. High costs and multiple studios to make a game is just absurd.

Ted Brown
profile image
I miss the rumble of dinosaur herds, myself. Tiny games on my iPhone and simplistic, toon-shaded indie games on my PC are all well and good, but the absolute immersion offered by the AAA experience -- both in development and play -- is an intoxicating brew I'm sad to have sworn off.

Adam Romney
profile image
I would like to see a break down of the work done by different teams and how long it takes them to accomplish it from Ubisoft or any other AAA dev. It's easy to call the size of this organizational setup absurd, ridiculous, unacceptable, etc if you don't know how the work is being done. It sounds like a lot but I have no frame of reference. This is also curious because this is the 4th (or 5th?) iteration on a series. I thought sequels were supposed to be easier because you're borrowing knowledge/assets from previous releases?

James Hofmann
profile image
We built this city on rock and roll...

David Blalock
profile image
I like to think there's plenty of space for development between the tiny 1-2 person indie teams and the multi-million dollar behemoths with teams numbering in the hundreds. That being said, I haven't seen a huge influx of names in that space lately, and I personally don't believe it's because the market doesn't exist. I can't believe I'm alone in wanting more offerings in the $20-$30 USD range, especially if the focus is on gameplay over hyper-realistic graphics.

Cody Scott
profile image
could it be that we are on the verge of a new console generation, so no one is dropping money on something that will be discounted to $10 or lower within the next 2 years?


none
 
Comment: