Minnesänger wrote:Page 14 of Krafton's investor relations presentation - they position Callisto as AAAA: https://www.krafton.com/wp-content/uploads/2022/05/KRAFTON_1Q22_Investor-Relations_ENG_vSend.pdfregmcfly wrote:No, it wasn't. It was whatever the Coalition's first Gears was, as they were set up as a "quad A" studio.LivDiv wrote:Yeah that was it. Fucking Quad A. What a dickhead.
yourfavouriteuncle wrote:I’m going to make a AAAAA game. It’s two better than nearly all the others so you should invest now whilst you can. It’s going to be amazing - like a film.
Minnesänger wrote:If you're willing to accept lowly AAAA staff to work in your AAAAA studio, then a bunch of people have left The Initiative, with Perfect Dark now being co-handled by Crystal Dynamics, a AAA studio sold by a AAA publisher to Embracer group AB (the As are getting fewer and fewer) who seem to be specialising in AA games.yourfavouriteuncle wrote:I’m going to make a AAAAA game. It’s two better than nearly all the others so you should invest now whilst you can. It’s going to be amazing - like a film.
Minnesänger wrote:Minnesänger wrote:Page 14 of Krafton's investor relations presentation - they position Callisto as AAAA: https://www.krafton.com/wp-content/uploads/2022/05/KRAFTON_1Q22_Investor-Relations_ENG_vSend.pdfregmcfly wrote:No, it wasn't. It was whatever the Coalition's first Gears was, as they were set up as a "quad A" studio.LivDiv wrote:Yeah that was it. Fucking Quad A. What a dickhead.
For fucking page turn.
Kow wrote:I'm not sure why everyone is pointing at the Xbox and complaining about lack of games when all the consoles seem to have scant offerings. Switch has Zelda coming maybe but ps5 also has fuck all of interest.
Interesting (to me) titbit from that.DrewMerson wrote:retroking1981 wrote:When did AAA become a term?
https://en.m.wikipedia.org/wiki/AAA_(video_game_industry)
The whole scene (with notable exceptions) seems stale now. Tough for a newcomer to break in and shake things up. Same old companies bringing out less than great products that still make them money, rinse, repeat.the seventh generation saw a contraction in the number of video game developing houses creating AAA level titles, reducing from an estimated 125 to around 25, but with a roughly corresponding fourfold increase in staffing required for game development.
regmcfly wrote:CINTY THE QUESTION WAS WHO WAS FIRST LEARN READMinnesänger wrote:For fucking page turn.Minnesänger wrote:Page 14 of Krafton's investor relations presentation - they position Callisto as AAAA: https://www.krafton.com/wp-content/uploads/2022/05/KRAFTON_1Q22_Investor-Relations_ENG_vSend.pdfregmcfly wrote:No, it wasn't. It was whatever the Coalition's first Gears was, as they were set up as a "quad A" studio.LivDiv wrote:Yeah that was it. Fucking Quad A. What a dickhead.
monkey wrote:Interesting (to me) titbit from that.DrewMerson wrote:https://en.m.wikipedia.org/wiki/AAA_(video_game_industry)retroking1981 wrote:When did AAA become a term?The whole scene (with notable exceptions) seems stale now. Tough for a newcomer to break in and shake things up. Same old companies bringing out less than great products that still make them money, rinse, repeat.the seventh generation saw a contraction in the number of video game developing houses creating AAA level titles, reducing from an estimated 125 to around 25, but with a roughly corresponding fourfold increase in staffing required for game development.
Kow wrote:Is Final Fantasy still a thing people care about?
RedDave2 wrote:Is it possible that the expectations of the audience (and the publishers) is out stripping what can actually be done with the existing work force? Games have been generally on a consistent run of each generation pushing what is possible and the quality of how it is done. Maybe we have reached a peak for the moment? Maybe not every team is able to get the most from the tools available.
Minnesänger wrote:I think there's truth here insofar as there's a limit to how much budgets and teams can expand before the whole thing just stops being viable. I think it has less to do with expectations and more the massive jumps in fidelity and complexity. We kinda saw this in the first HD gen, where a lot of Japanese teams massively dropped the ball and struggled with the new hardware. Their old asset production pipelines which were very meticulous and, I guess, artisanal just didn't translate to a gen which needed a lot of HQ assets. Budgets ballooned, games got massively delayed and they often ended up looking and playing rough anyway. Western studios relied a lot more on tools and automation, and were more keen to adopt middleware and external engine solutions. Now though, it's far worse than the 480 / 720p era (unless you're on Switch in which case you're still there lol) - think about the geometric and environmental complexity of your God of War running at 4K. The amount of time, money and effort that goes into rocks, foliage, door frames, axe hafts... And you do kinda need that - if the textures are plain or low res, it really sticks out in high resolutions. People are gonna get up close and very personal with these things, and there's no CRTs to hide it anymore. There's ways around it, of course - Horizon games use a procedurally generated map which is then hand-tweaked. There's no way they could build those whole worlds from scrap. Naughty Dog lent heavily on motion matching to make animations look smooth without having to account manually for every possibility. But, there's still huge amounts of work to be done. The way characters are rigged and setup massively constrains what is possible for them to do, and needing to change that mid-dev can take teams entire months to handle. But it's often necessary - again, the better games look, the more awkward and visible jank becomes. There is going to be a lot more AI / procedural / automation kicking in now, I'm sure of it. But even then, these games have become monsters and there's not much that can be done.RedDave2 wrote:Is it possible that the expectations of the audience (and the publishers) is out stripping what can actually be done with the existing work force? Games have been generally on a consistent run of each generation pushing what is possible and the quality of how it is done. Maybe we have reached a peak for the moment? Maybe not every team is able to get the most from the tools available.
hunk wrote:Interesting points. At first I thought it was an UE cpu-gpu optimisation thingy (which is undoubtedly a massive factor) but your arguments make a lot of sense too. It's also interesting most of the new games suffering issues are all x-platform and need a lot of vram to run properly. nVidea really dropped the ball this pc gen with giving mid range cards just 8gb of vram. Amd has a big oppurtunity to 1up them there but you never know because.....amd.
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