AAA not the future, says Splinter Cell: Blacklist director
Patrick Redding proposes "lower-case aaa" game as where the industry should be heading
While the AAA approach has served the Splinter Cell series well in the past, the developer heading up its next installment has reservations about AAA in the future. Speaking at the Gamercamp festival in Toronto today, Splinter Cell: Blacklist director Patrick Redding said the industry is moving away from the high budget blockbuster model.
"The market as a whole is going to undergo a critical shift in priorities, a shift away from the absolute primacy of graphics and production values and content creation toward systemic depth," Redding said, adding, "This trend is going to trigger a reality check for developers like me who work on established franchises with a large succession of sequels, and it's also going to be a call-to-arms for smaller game creators, including a number of people who are sitting in this room, I hope."
Redding said the shift would be driven primarily by procedurally literate players, digital distribution channels, and the rising cost of production. As for where those factors would point the industry, Redding suggested a new class of game he called "lower-case aaa." Among the key qualities he believes aaa games should emphasize are a reliance in systemic design, open-ended games that allow for a range of possibilities and strategies instead of one "right" approach. He gave chess and poker as examples of such design.
However, one of the big problems with systemic design is that it's just difficult, Redding said. While a publisher can throw more resources at a game and reliably produce better production values, the same safe return on investment isn't there with design. Throwing more designers at a problem won't necessarily produce better systemic depth, and it might even hurt the final product.
Additionally, aaa game creators will need to give up authorial control, as Redding said the meaning of the game will only emerge once the players begin experiencing it, exploring the mechanics and using them to tell their own stories or achieve their own goals. Finally, Redding said he expects asynchronous multiplayer to be a key component of the aaa experience.
Redding pointed to Minecraft as the best recent example of what he considers a aaa game. As for Blacklist, Redding didn't describe it as aaa, although it does reflect some of the qualities in its systemic AI and the particular way it handles lighting to see if a player is effectively safe from detection. However, he said that Blacklist does show that it's possible to have a game with AAA production values put in the service of better, more complex game mechanics.




Edited 1 times. Last edit by Pier Castonguay on 4th November 2012 11:11pm
I think mixing up gameplay with AAA/aaa labels is not going in the right direction though, as far as correctly labeling games and different target audiences.
But It is something the game industry as a whole should attempt to do. Calling everything just "games" and "gamers" doesn't cut it anymore
Edited 1 times. Last edit by Robert Mac-Donald on 4th November 2012 11:14pm
Perhaps the way design in games may evolve. Traditionally it tends to have a good A to B set piece designs, and an evolution to this could be a more modular set of set piece design levels which lend a feel of a more open world option
I hope I just walked into a room full of my drunk peers and they were all babbling nonsense due to the booze!
@Caspar Field -- Infinity Blade and CSR are surely the exact opposite of what the article is talking about - "AAA" production values with trivial underlying mechanics.
I agree with Robin, that the likes of Infinity Blade and CSR are the exact opposite of what are being talked about here, and a direction I definitely wouldn't want to see games go, i.e. flimsy, half arsed gameplay hidden behind flashy production.
So Redding wants to make a game with a certain type of mechanic - that's fine too.
Depending on what his chess-like asynchronous multiplayer game is, it might be completely inappropriate for the experience to spend a huge amount on AAA aesthetics - whether from an experience POV or just a because of diminishing returns. Just what would you spend $20m on with a chess game?
This doesn't have any bearing on the future of games. It's just that some treatments suit certain games and not others.
As for Minecraft... well, I wouldn't be shocked if there was a AAA version of that in the making - that's one set of mechanics that could handle that level of investment. It's like most other innovations in the industry. First a low(er) budget game proves that the mechanic can be successful, and then the big boys jump in to capitalise on that by putting money into a bigger budget version - judiciously duplicating what works and cutting what doesn't. As if by magic, a genre is born.
Edited 2 times. Last edit by Ben Gonshaw on 5th November 2012 2:10pm
Current-gen console 'AAA' production values will one day (relatively soon, I think) be considered 'good enough' for most consumers. If you don't think that's true, look at what was considered 'AAA' on PS2 and then compare it to a fair chunk of what is on the iOS App Store.