- Apr 4, 2024
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A lot of people have this absurd idea that AAA is dying due to "greedy companies" or whatnot. Sure the profits are insane, but it's a lot more complex than people think. So let's break it down.
AC was a breakthrough in its time because mainly of the scope of its world. It didn't help that the main quality of the game was to be an interactive postcard. Graphics, sound design, atmosphere, all the artistry that went into these defined the term "AAA".
AC1 already had the seeds of the problem of AAA that are blooming into flowers of disappointment today. Its main quality is that it was big, huge, biggerer and betterer than anything before. It wasn't for its exceptional gameplay, or its memorable storyline. AC2 did that a lot better, and then there were the ups and downs. But the part that was unequivocally "new" with every Assassins Creed since the first is that every single one of them needed to go bigger. They needed to have better gfx, more fluff to do, etc.
This led AAA to a development philosophy not too distant from Moore's Law: Every 18 months, the new AAA game must have 2x the size of the previous one. 2x the asset quality, 2x the map size, 2x the amount of assets, 2x the characters to talk to, 2x the minigames, 2x something. Everything has to grow.
Let me put the numbers out for a midsize/AA game:
Say you have a team of 100 people.
- 10 will be technical (engine, optimisation, scripts, etc)
- 10 will be managerial (your good ole management like most companies)
- 10 will be extras (finances, marketing, the guy that married the coffee machine, etc)
- 10 will be gameplay (mechanics, testing, fine-tuning)
- 60 will be artistic, out of which about 10 in sound, 15 in artworks/design, 35 in 3D modelling, Blender, animation, etc.
The numbers are definitely not accurate, but they give you a broad "30% non game-makers, 60% artists, 10% pure gamification/game design".
Now let's do the same cuts on AAA:
Team of 4000 people:
- 30 technical
- 100 managerial
- 300 extras
- 15 gameplay
- 3555 artistic, out of which about 15 in sound, 1000 in artworks/design, and 2500 in different levels of 3D modelling, animation and artistic tweaking and fixing the game into a coherent, best-possible-looking product
Now this is a problem. A very, very deep problem. Because Moore's Law is an economical law, but AAA law is a runaway cost law.
"Every 18 months, transistors will double in semiconductors at the same cost"
"Every 18 months, the weight of AAA will double at a higher cost"
These two laws do NOT equate, and yet they're seen as almost twins to one another. We've seen computers and consoles grow exponentially, why wouldn't games? Because games require an ever increasing amount of handiwork that a fully mechanized industry doesn't need.
Gamoore's Law
Let me start with the backdrop of how "modern" AAA started: Assassin's Creed. Not by itself, but it's one of the poster children of early AAA.AC was a breakthrough in its time because mainly of the scope of its world. It didn't help that the main quality of the game was to be an interactive postcard. Graphics, sound design, atmosphere, all the artistry that went into these defined the term "AAA".
AC1 already had the seeds of the problem of AAA that are blooming into flowers of disappointment today. Its main quality is that it was big, huge, biggerer and betterer than anything before. It wasn't for its exceptional gameplay, or its memorable storyline. AC2 did that a lot better, and then there were the ups and downs. But the part that was unequivocally "new" with every Assassins Creed since the first is that every single one of them needed to go bigger. They needed to have better gfx, more fluff to do, etc.
This led AAA to a development philosophy not too distant from Moore's Law: Every 18 months, the new AAA game must have 2x the size of the previous one. 2x the asset quality, 2x the map size, 2x the amount of assets, 2x the characters to talk to, 2x the minigames, 2x something. Everything has to grow.
Does Not Actually Exist
And the problem? Is that this costs in a very non-compressible amount of development time, particularly in fields that rely on painstaking slow work.Let me put the numbers out for a midsize/AA game:
Say you have a team of 100 people.
- 10 will be technical (engine, optimisation, scripts, etc)
- 10 will be managerial (your good ole management like most companies)
- 10 will be extras (finances, marketing, the guy that married the coffee machine, etc)
- 10 will be gameplay (mechanics, testing, fine-tuning)
- 60 will be artistic, out of which about 10 in sound, 15 in artworks/design, 35 in 3D modelling, Blender, animation, etc.
The numbers are definitely not accurate, but they give you a broad "30% non game-makers, 60% artists, 10% pure gamification/game design".
Now let's do the same cuts on AAA:
Team of 4000 people:
- 30 technical
- 100 managerial
- 300 extras
- 15 gameplay
- 3555 artistic, out of which about 15 in sound, 1000 in artworks/design, and 2500 in different levels of 3D modelling, animation and artistic tweaking and fixing the game into a coherent, best-possible-looking product
Now this is a problem. A very, very deep problem. Because Moore's Law is an economical law, but AAA law is a runaway cost law.
"Every 18 months, transistors will double in semiconductors at the same cost"
"Every 18 months, the weight of AAA will double at a higher cost"
These two laws do NOT equate, and yet they're seen as almost twins to one another. We've seen computers and consoles grow exponentially, why wouldn't games? Because games require an ever increasing amount of handiwork that a fully mechanized industry doesn't need.
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