Game Development: The Indie vs. AAA Studio War

Game Development: The Indie vs. AAA Studio War

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Game Development: The Indie vs. AAA Studio War

by: Daniel Manetin

As video games continue to boom with online gaming gaining an ever-growing following, the industry has become a cesspool of aspiring developers trying to make their mark, with over 16,000 development teams in the U.S. alone. From individual creators to globalized studios, the ability to push out a new experience for others to enjoy is usually limited only by one’s skill in developing; a skill that itself has become much easier to master. And yet, despite such a low bar and vast audience, releasing a game to the public tends to be hit-or-miss, with countless creations crashing even with an extremely promising base and genre. This undeniably indicates something missing in the equation of success.

Just two or three decades ago, when video games first emerged as a new form of entertainment, titles like Pong (1972) and Space Invaders (1978) grew to become hits. Despite these successes, game development knowledge was scarce; coding and 3D modeling was mainly used for business applications like web development, architecture, and engineering, and games weren’t yet seen as an industry or a career. However, as consoles and personal computers spread, many became encouraged to share their hobby with others, and skilled people began forming groups; not to build hardware, but to create experiences that could entertain thousands, if not millions. Over time, those studios exploded in size, with single games becoming franchises, garages becoming offices, and groups of friends becoming teams of hundreds, transforming the field into one of the most recognized and profitable forms of online media.

In the current day, a lot of these groups are independent game studios, or indies; small teams who create games without the support of publishers such as Ubisoft or Electronic Arts, with limited budgets, resources, and recognition. However, that drastically shifted in the late 2000’s when development tools and hardware, such as Unity and Unreal Engine, became far cheaper, and large-scale events began showcasing indie projects. Suddenly, these smaller creators had a chance to stand alongside these major corporations, referred to as AAA (triple-A) studios, with fresh, innovative ideas to counter the ongoing themes of the industry.

IA Game Design student Troy Coulter [12] put it bluntly, stating that “in AAA game studios, they don’t innovate as much because they want to play it safe… in indie development, they don’t know if people are going to like [their game]. Most of the time, it will fail… it’s taking a risk.” While AAA studios, like those behind Call of Duty and FIFA, don’t necessarily lack talent, their massive budgets and constant targets force them to lean on reliable formulas. Meanwhile, indie hits such as Hollow Knight and Hades stem from much smaller budgets and fewer stakeholders, and can quickly change plans and prototype more efficiently, as well as explore ideas that major publishers would object to, even if most of those ideas don’t land. Their studios took on the risks of entrepreneurship for access to creative liberty, with unique styles, mechanics, and stories that keep the market fresh.

However, the freedom to experiment with different techniques doesn’t mean indie studios lack challenges. Unlike AAA studios, independent groups often lack financial support to fully fund their ideas, and this also makes it a struggle to continue their projects, as they don’t start with the infrastructure to create sequels or series. As Roland Newton [11], well-versed in the video game market, noted, “if [indie studios] want their games to have lots of content, it would be harder to do because they have less budget and worse advertising.”

It can be a harsh reality, but even in an expressive field like game design, there is always a gap between the ambitions of developers and the reality of their resources. While indie games have the creative freedom to express themselves in ways that individual AAA game designers could only dream of, they are the risk-takers, investing their time and money for a game whose failure they cannot afford. In the end, it’s a surprisingly heated fight between the entrepreneurs and the enterprises to see who can come out as the superior moneymaker.

Ultimately, in the ever-expanding universe of the video game industry, creativity is the gravity that pulls the players in, whether it be by massive studios or small indie groups. From vast resources versus strained budgets, to lackluster themes versus bold ideas, the game design industry is always a battle for the best. As time goes on, the market will continue to change as new ideas rise and old methods fall, creating a complex dynamic that remains difficult to solve. However, in such a passionate field, creativity remains the secret factor that determines whether a game climbs the charts or crashes to the bottom; it only matters how well and how boldly it is expressed.

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