
2012 wasn't a pretty year for the video game industry.
Hardware and software sales slumped 22% year-over-year and retail sales declined
for the thirteenth consecutive month in December, according to NPD.
Free-to-play models, cheap mobile games, and the recovering economy are among those
responsible for the AAA industry's woes according to industry analysts. Though
the next generation of consoles will most likely reinvigorate excitement surrounding
core games, I doubt that'll be enough to offset its current problems.
However, I question whether mobile games and the economic
climate are solely responsible for the industry's slump in recent years. Are
the disappointing sales of Max Payne 3,
Spec Ops: the Line, and Sleeping Dogs solely caused by the above
factors? There's little doubt that both are at work, but I think there's an
equally significant component that's contributing to their poor sales: changing tastes.
Gamers are bored.
There are so many quality titles being released, offering essentially the
same experience, that consumers have taken notice. There are just too many
hollow, adrenaline-pumping experiences on the market, making the industry
oversaturated. The trend by publishers to create games that are
more accessible isn't sustainable because when everyone does it, everything
feels the same.
Since development budgets are at an all time high, it's
understandable that publishers are engaging in this behaviour. Few companies
are willing to fund proprietary experiences especially at the end of a console
cycle. But their attempts to make "safe" games aren't producing
favourable returns either, as evidenced by DMC:
Devil May Cry, Darksiders 2, Resident Evil 6, and the other aforementioned
titles. Since next-generation development costs are reportedly going to double,
publishers probably won't be investing in as many AAA games, accessible or not.
To compensate for these bloated costs, the industry could birth a new gaming
category: the AA game.
AA games would cut costs in two ways. First, they'd offer
shorter, more compact experiences compared to their AAA counterparts. This
would decrease development time, budgets, and people required to create core
experiences. And second, they'd be sold digitally which not only cuts costs, but
is consistent with the "all digital" trajectory of video game
distribution. These methods will allow these games to have cheaper price points
which will increase consumers' buying power.
The notion of a AA game isn't unheard of, since Cliff Blaszinski recently suggested that disc-based $60
horror games aren't sustainable and later commented that horror games can only
survive in the digital market. Though he's strictly talking about the horror genre,
it's not a stretch to suggest that this format can accommodate a range of niche
experiences. As long as publishers continue to cater to the casual
crowd, the demand for core experiences will only increase.
Since accessible games will be confined to the AAA space to
remain profitable, AA games have the ability to cater to hardcore gamers
without sacrificing profits. Like Bleszinski suggested, survival horror, and
other niche games like RPGs, and deep strategy games may thrive in this cheap,
more compact form. This increase in game variety solves the host of bland
experiences promoted by the current industry.
AA games may also encourage innovation since they're less
costly to develop. David Cage and Warren Spector recently expressed their displeasure
with the lack of mature content in games and demanded experiences with more
substance; AA games would be the perfect driver for this content. Narrative-intensive
experiences aimed at an older demographic is industry-defying. Since AA games
are less risky, it could be appealing for publishers to test potential market
segments with these smaller titles.
Though AA games would be shorter, they'd be more compact and
direct. Some video games today can last 20+ hours and are crammed with pointless
tasks and mindless gameplay at every turn. The grinding, fetch quests, side
quests, and monotonous shooting aren't fun and hurt the quality of the story as
a result. These mechanics bog down the experience and used to inflate the
runtime of single player games.
But AA games' limited budget can cut out this unnecessary
jargon and provide a more focused experience. Journey for example, received
Game of the Year awards from many review outlets but was only a couple hours
long at best. Its budget demanded that everything in the game have purpose and
its limited scope allowed for good pacing. AA games have the potential to offer
games like Journey where both gameplay
and narrative benefit from budget constraints.
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