
Video games have never been more diverse than they are today, but at the top end, risk-averse publishers tend to get a glint in their eye whenever they spot a trend.
It leads to periods of time dominated by very similar titles; just look at the rise of Souls-likes, or how many free-to-play shooters are chasing the Fortnite money.
It's something that seems to concern Josef Fares, top dog at Hazelight Studios and director of co-op hits It Takes Two and Split Fiction.
Speaking in an interview with The Game Business, Fares talks about the need for diverse games at every level of production, in light of how well Clair Obscur: Expedition 33 has done on its relatively modest budget.
"You do hear, after the success of things like Clair Obscur: Expedition 33, that the AA games are taking over. But I would not be able to live without a AAA title," Fares says.
"I really want to play the blockbuster games. You can't do GTA for $10 million. We need both. It's important not to get stuck in ideas, like AA is a new thing, or indie is a new thing, or 'blah, blah, blah' is a new thing. We need the diversity. I hope that publishers don’t just look at a game like Expedition, which has been super successful, and think, 'oh, AA is a new thing. Let’s only do that.' I don't believe in that. You had a huge amount of AA games that came this year, which nobody cared about. Let's remember that."
Interviewer Christopher Dring responds that it's more difficult to take creative risks in the AAA space, but Fares says otherwise.
"I would argue that, actually, Naughty Dog is pushing the envelope of innovation with a AAA budget," he says. "I would argue Rockstar is doing it. Nintendo is, most of the time, doing it. So you can do a big AAA title but also take innovative risks."
Fares concedes that once you get into the hundreds of millions of dollars, it becomes a scarier proposition, but that creative ideas in AAA can find success. "People are more scared. It's understandable. But it's proven that you can do it."
Clair Obscur: Expedition 33 is said to have been made on a budget of around $10 million, and it went on to find huge sales success, unanimous praise in reviews, and countless awards. It proves you don't need to spend outrageous sums of money to make something successful.
However, Fares is arguing that one success story doesn't guarantee the same for other games following in its footsteps.
What do you think? Do you agree with Fares? Tell us in the comments section below.
[source thegamebusiness.com]





Comments 11
I've enjoyed games with all kinds of budgets from the most cheaply made indie to the most expensive AAA games out there, so I think what he says is valid. A memorable experience can come from anywhere and a game being very expensive doesn't necessarily mean it'll be 100% risk-averse and creatively bankrupt.
I'll say, though, that none of my absolute favorite games are among the most expensive. So higher end AAA is never where I expect my next true obsession to come from.
If only PlayStation could embrace AA again.
"It proves you don't need to spend outrageous sums of money to make something successful." I'm glad £10 million isn't an outrageous amount of money. Maybe today that sum of money isn't an outrageous amount but to me it's a ludicrous sum of money. I don't know maybe I'm just getting old.
He does make a lot of sense in the full interview. But no, let’s keep handing hundreds of millions to ex-Riot/Infinity Ward/Bungie devs to make an extraction shooter that doesn’t even last a year.
I’m not a saint gamer so i couldn’t care less about indie crap, i halfway agree with him - but i want diversity in AAA games again and AA. Indies can kick rocks, never really liked them but a small few & i don’t buy next gen consoles or tech to play some cheap indies
One of the key points he seems to be making is that trends don't guarantee success. Not every shooter is Fortnite, not every AA game is Clair Obscur, not every AAA is GTA.
Make the game that makes sense, with the budget that makes sense, given the specific circumstances. Developers need to focus on doing whatever it is THEY do well, as well as they can, and not try to chase whatever the latest trend is and shoehorn it into whatever they're doing.
Aaa devs are very worried about this trend to indie and aa games. Also most aaa devs don’t make anything anywhere near the level of gta! In fact no one in the entire industry makes a game close to rock* level. I would consider them the only aaaa dev
Some of the greatest games of all time were born out of extremely tight budget constraints and looming deadlines. Other times hundreds of millions of dollars and years of polish are just what the doctor ordered. Either method (and everything in between) can produce fantastic results, if the developer(s) are passionate and skilled. And that’s a big IF
It just depends on the vision and passion of the developers. I've had great times with some AAA titles, although my favorite games are usually the smaller "I can finish them in a couple hours instead of months repeating the same mission types over and over" formulaic games. (Still looking at you Ubisoft). I find smaller studios typically take more risks. Unfortunately, corporate politics and shareholders almost always play it safe and try to repeat past successes.
So big budgets don’t necessarily mean great games. Lessons learnt?
Absolutely agree with him. If sites like Eurogamer had its way, the games industry would only make indie games.
Someone makes a weird albeit cool looking 5hr game.
Eurogamer: 10/10 masterpiece, Game of the Year.
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