There are already examples of this though, so it's not exactly unprecedented. Sony have released shorter & cheaper standalone titles before
Infamous: First Light
Uncharted: The Lost Legacy
Metal Gear Solid V: Ground Zeroes
Hellblade: Senua's Sacrifice
Hellblade: Senua's Sacrifice developed by Ninja Theory managed to strike a middle ground. It was $30 dollars at launch, with an average length of 7 hours, and was self-published.
The title ended being successful both critically and commercially, considering it was a digital only release.
This was developed by a studio that had already previously developed multiple AAA titles. So they had the means to do so.
The results speak for themselves imo. It has great production values and solid game design. The fact that it wasn't this needlessly long and bloated game made it even more appealing, well for me anyway. Considering its success, I'm not the only one that thinks so.
AAA is mostly a business model not a straitjacket. AAA is also a reference to higher budget productions.
Game development is constantly evolving over time, what was previously more expensive and harder to break into are becoming cheaper and more accessible.
Unreal Engine 4 & Unity are free, and creative tools and engines are becoming more accessible to all type of game designers, ranging from to the biggest studios to one-man indie game designers.
There are indie games being released today by considerably smaller teams that would be considered AAA during the PS3/360 era.
Also saying just go buy indie games is silly. Indie just a short hand for independent developer, it's not a guarantee of anything specific in terms of game design nor game length.
Many so called AAA games these days are full of bloat and lack and meaningful content anyway, at least imo. Many of which I wouldn't consider playing $60 for, let alone $70.
In the case of infamous I preferred it over the full game, in the which the world didn't feel fleshed enough to hold my interest for the full length of the story.Lost Legacy type projects between big releases is a nice blueprint. They're sort of like proper expansions. We've had good ones too. Infamous SS had one, forgot the name.
Fucked by who tho?Big games only please. 100 hours or get fucked.
That's a good point actually. I would agree that many of these AAA games have become too bloated with what I would consider to be unless filler in order to artificially inflate the length of the games to justify their $60-$70 price tags. With the worst examples going as far as having micro-transitions slapped on top of all that filler.Not even just that; game length can be heavily affected by difficulty. Say a game like Resident Evil when it first came out; yeah people could EVENTUALLY beat it in an hour, but that came after LOTS of practice and perfecting of their skills in the game. A fresh playthrough probably took many gamers back then over 10x that amount of time to complete, not even including all of the times they had to restart due to deaths.
AAA games today don't want to focus on encouraging players to improve and master their skills in the game, so they have to make up for that with a bunch of content. But if the content is either boring or filler, to me it's a waste of time. I think it says a lot where the average gamer's skill mastery in the games they play is at when they call Dark Souls the hardest game ever made (it absolutely isn't nor has ever been xD).
Big games only please. 100 hours or get fucked.
The big, multi-team studios that already develop them?AAA should work on AAA games or who else is going to develop them?
While they are technically downloadable titles, yes, they are still considered standalone titles and do not require players to own or even have played Uncharted 4 or Infamous Second Son.Infamous: First Light
Uncharted: The Lost Legacy are DLC, Uncharted Lost Legacy was even included into Uncharted 4.
plus, look at Spider Man MM, it is 3-4h game sold for 50$ and that is basically a DLC.
all these games are build on top of Original game.
if they will create smaller games, it would cost still 50-60$, 500-600 people will not create a smaller game for 30$, will get bankrupt pretty fast.
how as a consumer you ask that you get fked like that? if you have some extra money, just donate them, or buy five or ten copies of the same game. effect would be the same in your case.
Wait, are you talking about a game with an average play time of 300 hours to complete?No, whenever the length has never been the issue for games I like, a strong gameplay loop keeps me in for hours and hours.
If anything I wish all games were longer.
I don't hat AC cause it's long, I hate it cause it's combat is boring and it's characters are boring.
I'd love a 300 hour version of FF7 remake part 1.
I don't even need them to be cheaper. Just make games shorter by removing all the excess filler.
Wait, are you talking about a game with an average play time of 300 hours to complete?
I'm all for a game with a solid gameplay loop and great replay value, but I think those are two different things.
The amount of hours played beyond the average playtime varies from player to player I'd imagine.
I can't imagine the amount of filler that would be required to make a 300 hour version of just part 1 of FFVII Remake.
I already found it to be needlessly longer when compared to the original Midgar section from the original.
At that point Square Enix would be better off remaking the entire game, not just part 1.
You don't think that would hurt the pacing of the game though?I loved almost all the "Filler" the solid combat made all of it feel worth doing.
That said an imaginary 300 hour version would include more areas. hell let me explore the upper plate during the day for once. Tons of great stuff could be added.
Also how long the original segment was is totally irrelevant to me. I always wanted to have way more Midgar anyway.
You don't think that would hurt the pacing of the game though?
I certainly do, especially for one that relies so much on narrative as a single player Final Fantasy.
Don't see why it needs to be an either/or thing. Smaller teams working on smaller or shorter games doesn't mean the typical bigger AAA games will go away.
Who said anything about infinite resources?I wasn't aware that studios had infinite resources. I mean they must if you think they can keep up their usual AAA development/publishing level and add on even more projects.