Era and Emergence of Triple III (double AA) Games

NaNoW

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I came across a super interesting article on gamesindustry.biz about "smaller" AAA games (double AA), or triple III games that are coming out :
An era of "triple-I" development is almost here | GamesIndustry.biz
Ninja Theory, Frostkeep Studios and Private Division discuss a coming wave of games that combine indie creativity with triple-A production values


The world of independent development is poised to become even more diverse, according to an expert panel at Berlin's Quo Vadis conference last week. A combination of better tools, bigger online communities and increasingly viable digital marketplaces have created an environment in which more ambitious "triple-I" games will thrive.
The relative youth of this triple-I concept - which was occasionally referred to as "triple-A indie" - was evident in the panel's difficulty in establishing its parameters. It was suggested a game like Thekla Inc.'s The Witness proved that the market could now support indie projects with bigger budgets and higher sales targets, but otherwise this new space has relatively few proponents.

A good handful of those that two exists are already working with Private Division, a new label from Take-Two Interactive that was established to define the triple-I marketwith releases like Panache Digital's Ancestors - a game that uses the history of the human species as a backdrop, is being led by Assassin's Creed creator Patrice Desilets, but has a much smaller budget than any Ubisoft blockbuster.
"Publishers working with developers should be a great thing, but sometimes it turns out that it's not, and they feel restricted"
Markus Wilding, the senior director of international marketing for Private Division and one of four Quo Vadis panelists, described triple-I developers as smaller teams with, "history and experience with AAA games production, and are fed up with not being able to fulfill their creative vision - because of too many cooks in the kitchen.
"Publishers working with them should be a great thing, but sometimes it turns out that it's not, and they feel restricted... [They] develop games that are maybe smaller in scale, but certainly have that quality that makes it a great game."
Based on that description, one game from the last 12 months stands out as an early paragon of what a triple-I game can be: Ninja Theory's Hellblade, and it was no coincidence that the studio's chief of design, Tameem Antoniades, was also part of the panel. Hellblade was made by a team of 20 for "well under" $10 million, and it was conceived as an attempt to prove the triple-I market existed from the very beginning - unlike a project like The Witness, for example, which grew in scale over a period of years.
"We had to fight and scrape for the funding," Antoniades said, describing the mix of personal savings, a Wellcome Trust grant, a $2 million bank loan, and work-for-hire projects necessary to raise the money Ninja Theory knew it needed to realise the vision for Hellblade. "It was very tough, even for us. There was a lot of risk in that project.
"It's tough. Do you have take investment and lose a chunk of your company? Do you take a publishing deal and lose, perhaps, your IP? Do you fund it yourself? There's no easy path?"
In time, other publisher labels like Private Division - which does not ask for IP rights in exchange for its support - may emerge, and offer triple-I developers a more dependable way to secure the financing they need. Right now, though, with Take-Two still the only major publisher seeking to address and enable this nascent market, the studios attempting to change the perception of what an indie game can be will need to carefully consider their approach.
For Ninja Theory, that meant setting a high bar and pursuing that standard. For Frostkeep Studios, that meant approaching its debut project Rend from the opposite direction. According to Jeremy Woods, who co-founded the studio with a small team of veterans from Blizzard Entertainment, Frostkeep worked for 18 months with a team of "four or five" to create what they collectively believed to be "a marketable product", using mostly savings from careers spent working on some very successful games.
"If you're going to do triple-I, it has to be different to triple-A... You have to be bold, and tackle subjects that everyone else is ignoring"
"At some point you hit a choice," Woods said. "Can we take this product to market? Yes. Should we take this product to market, or should we look at ways to go a little bit further? And I think that's the line between more indie and more 'triple-I'. We took the second route. We'd done enough to be able to start talking to potential partners, and see what we can do with just a little more to finish."
A "little more" ultimately meant the ability to expand to 17 people for the last nine months, with Rend's release expected to arrive in just a few month's time. Even with that extra investment, Woods said, the game's budget is "not high" and "very attainable" for a multiplayer survival game.
"But it was attained through doing the work ourselves first. We didn't walk around with our hands out saying 'We have an idea'," he continued. "Funding was never our goal going in. The goal was, 'Let's do this thing ourselves'.
"That means keeping a tight rein on the scope of the project, making sure that the return is going to be there. We're not making a game for a market that may or may not exist. There's a proven market that's hungry games like this. We know we can make one that can stand out in this space, and so, to us, the risk was not high."
This was the point on which the panel's view of what constitutes triple-I diverged the most. Woods largely discussed "internal" factors, like the mixing the skills of Frostkeep's core team - honed at huge companies like Blizzard - with more fluid and collaborative working practices of the indie scene. Rend itself, though, may not give the player anything radically different from products that already exist.
Frostkeep's Rend was created by a team of Blizzard veterans to take on a familiar market
For Antoniades and Ninja Theory, however, Hellblade was a more conscious attempt to do something that a triple-A company would not - specifically in its protagonist, a woman suffering from mental health problems. "Is AAA too risk averse for this? Yes," he said. "It's backed itself into a corner in terms of business model and creative potential. They have to sell too many units. It's as simple as that.
"If you're going to do triple-I, it has to be different to triple-A. You can't just do a small version of triple-A. You have to be bold, and tackle subjects that everyone else is ignoring, and aim for a niche. And you can aim for a niche because your team size is smaller, and your budget is smaller, and because digital is a thing.
"Hellblade? We couldn't have done that as a AAA game. No way. It had to be independent. And if you're doing an independent game - whether it's an 'indie' game or a triple-I game - it has to be different to everything else out there."
"Knowing that you're not just slaving away, working for a faceless corporation... That's all the mental health I need"
Where both Antoniades and Woods were exactly aligned was in the satisfaction of the work itself. Each had worked on projects where milestones and launch dates were set by a publisher, and while neither said that the actual process of making a game was any less difficult, both were clear on which was kinder to the "mental health" of game developers.
"When you're working on a triple-A project and it gets cancelled, outside of your control, it makes you anxious," Antoniades said. "It makes you anxious on your next project, and the one after that. You feel really stressed all the time. At least with triple-I all the stress is self-inflicted, so it can be reframed as excitement... You can make it work."
Woods added: "In the beginning for us, the mental health part was, 'I don't have a salary, I don't have an income, I'm betting on myself to an extreme degree'. Overall, the mental health of that beginning part may be a little more stressful.
"But when it comes to the pride that you take in your work, and that ownership that you have, nothing can compare to that. The feeling that you get when you're making a game in a completely free environment, that does more for mental health than anything else. Knowing that you're not just slaving away, working for a faceless corporation, but working for yourself? That's all the mental health I need."
Right now, Frostkeep and Ninja Theory encapsulate two subtly different sides of triple-I. The former creating its own take on a proven genre, but with the kind of working environment and structural freedom that is all but inside a major publisher. The latter acknowledging the restrictions that triple-A placed not just on working practices, but also content, and embracing the freedom to explore new subjects and themes.
"The key is creative ownership," Antoniades said, referring to one of the factors that unites them both. "How do you create something that you own? The only route was to be independent. Sometimes I come across as anti-publisher, in my evangelising of this triple-I approach, but that's not the case. If there was a publisher, at the time we started Hellblade, who was willing to help fund our vision, we would have bit your hand off.
"But there wasn't. And it's crazy that there isn't in games, because in film you have it everywhere. The idea of independent films; Black Swan sat alongside Clash of the Titans in the cinema, and made as much money.
"So why aren't we doing that in games? And the answer is, we're starting to, which is great."
I think this is an extremely interesting genre, as it allows developers to take more risks in terms of game design, while still keeping development costs somewhat reasonable.
Having said that, what makes a title Double AA, A/B, triple III, etc - and what makes it differentiate from indie or triple AAA is super cloudy. The distinction is important for the target market they are aiming for and understanding of their metrics. I would like to hear others' thought on this topic, so lets discuss...
@Chandoo @Noman @CerebralTiger @V3mon @Necrokiller


Era and Emergence of Triple III (double AA) Games | PakGamers
 
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NaNoW

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NaNoW

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Feb 5, 2008
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Karachi, Pakistan
on the topic :

https://www.gamesindustry.biz/articles/2018-05-11-eidos-montreal-we-have-to-try-new-models-for-single-player-games

[FONT=&quot]Eidos Montreal is the third developer I've spoken to in a week that's devoted to creating single-player narrative-driven video games.[/FONT]
[FONT=&quot]It's purely coincidental. Yet what's interesting is that all three (the first was Play Magic, and the third interview goes live next week) are expanding significantly. Even as our chat with Eidos Montreal boss David Anfossi began, he was forced to apologise for the noise created by a mammoth refurbishment project going on around him.[/FONT]
[FONT=&quot]"We're starting from scratch," he begins. "We have demolished everything, because we have to grow up in size. After ten years we wanted the studio to reflect the image of what we create. And to be more on par with the competition.[/FONT]
[FONT=&quot]"We are adding 100 stations and developers, because at the moment we have three big productions going on at the same time."[/FONT]
[FONT=&quot]David Anfossi[/FONT]​
[FONT=&quot]This is interesting because the current industry belief is that single-player narrative experiences are dying away - at least in terms of AAA development. We're now in an age of Fortnite, Overwatch and PUBG. The recent smash hit success of God of War is an exception, not the rule. And besides, you simply can't monetise single-player games as effectively as a big, social, multiplayer experience. Right?[/FONT]
[FONT=&quot]Eidos Montreal should know this better than most. It's last game, Deus Ex: Mankind Divided, was a commercial disappointment, despite impressing the critics.[/FONT]
[FONT=&quot]"It's a question of maybe trends, or moment, or timing," Anfossi ponders. "Every year there is a new trend. At the moment it's Fortnite - which is a great game - and all the attention is around these kinds of games. But we just have to wait. I don't want to change a Deus Ex game or experience. We want to be respectful to that."[/FONT]
[FONT=&quot]Nevertheless, Anfossi acknowledges that the audience for single-player gaming may be getting a little older, and its capacity to indulge in big, sprawling narrative adventures is on the wane.[/FONT]
[FONT=&quot]"There are these trends every year, or every two years. Whether it is multiplayer, co-op, MMO or single player. If you deliver the right quality experience, you will reach the audience you want," Anfossi insists.[/FONT]
[FONT=&quot]"That being said, I believe that the story-driven experience is going through a generational change. Especially for people like me, the old guys... people who are 25 or older. Looking at God of War, that's a pretty good example of a great single-player experience. I like it a lot, but I might not get the time to complete it. For me, that's a frustration. Because when you start a story-driven experience you want to see the conclusion. So we have to adapt and try new models.[/FONT]
[FONT=&quot]"For example - and this is just my opinion, I'm not committing to anything - let's say that we develop a very good narrative, with a complex universe and strong characters. You start the game and then you complete it in three hours. That costs $30. That's it. Maybe that's the way to continue with story-driven games. You bring a strong experience, you make sure that the audience is interested by it, and that they can actually complete it.[/FONT]
[FONT=&quot]"We always ask ourselves about that. But single-player for me is as strong as before, and it should continue."[/FONT]
[FONT=&quot]Deus Ex: Mankind Divided reviewed well but struggled commercially[/FONT]​
[FONT=&quot]Despite the love for single-player, Anfossi stated on the Eidos Montreal website that the firm is "going to be placing an added emphasis on the online experiences in our games." Does that mean the studio might be forced to abandon its previous path and deliver a Deus Ex MMO, or a Tomb Raider battle royale?[/FONT]
[FONT=&quot]"We need to try new things, experience stuff and learn," Anfossi explains. "We want to build strong online technology. We are doing tests, we are learning, and we are working out how to apply that to our games, but we have to be careful about the fans. Online does not have to mean multiplayer. It could, but it could also be something different. It can be a single-player experience but online.[/FONT]
[FONT=&quot]"We are trying different things. It's a bit pretentious, but I totally like the approach done by Nintendo where they have these small groups testing stuff. Even if it doesn't make sense right now, at some point you'll come across something cool to base a game on, or to put in a game. So we are doing that here. Online, for me, does not mean we forget the single-player experience. It could be part of that experience. Or it might mean we try multiplayer things at the same time."[/FONT]
"Online does not have to mean multiplayer. It could, but it could also be something different"
[FONT=&quot]As Rob Fahey said in a recent column, using companies like Nintendo and Sony - who continue to have great success with single-player projects - as a template to follow is not always a sensible option. These companies are platform holders and have multiple revenue streams. God of War almost certainly made money for PlayStation, but even if it didn't it still would have brought customers into the ecosystem, who will then spend money on other PlayStation products. Retailers call this strategy loss-leading, where they take a hit in one area to drive improved sales overall.[/FONT]
[FONT=&quot]Eidos Montreal is obligated to deliver revenue for Square Enix. Therefore, how much freedom does it truly have when it comes to experimental teams and testing new business models?[/FONT]
[FONT=&quot]"Shadow of the Tomb Raider, and other different AAA single-player games, cost $75 million to $100 million," Anfossi admits. "And that's production only; it's close to $35 million on the promotion. So there's definitely a pressure. We cannot avoid it. But, at the same time, for us to have these incubation projects and to try small things... that gives us the opportunity to test, prepare and secure some stuff, and remove some risk.[/FONT]
[FONT=&quot]"We also have a very strong process. It has been ten years now at the studio, so we have our way to test things with the gamers, to prepare and do market analysis studies and user research... We don't receive all the answers, of course. We have to take some risk on the creative side, but in the end we have a pretty good idea of the quality we have in our hands."[/FONT]
"Shadow of the Tomb Raider, and other different AAA single-player games, cost $75 - $100 million. And that's production only"
[FONT=&quot]Inevitably, as has been the case with almost all of these interviews, the subject of Hellblade comes up. Ninja Theory's impressive, relatively short single-player game that generated decent revenue, looked amazing, won numerous awards and was made on a relatively small budget.[/FONT]
[FONT=&quot]"It's amazing. I am playing it at the moment," Anfossi says. "It's exactly what we said a bit earlier about trying to change the business model. I believe it is six hours of gameplay. It's very cinematic, it's character-centric, it's a good experience that I like a lot. I believe they developed this game with around 20 developers. So I started to study it, because for me it's an interesting new approach, and the result is great. It's definitely a good way to stick with the older generations of fans of story-driven games."[/FONT]
[FONT=&quot]We mentioned Eidos Montreal is looking to hire a great number of new staff, and this is because of the experimentation and tech development that the firm is undertaking. The studio has created an AI and machine learning department, it has been hiring data scientists and analysts, and it's re-developed its technology group to "be prepared for new platforms."[/FONT]
[FONT=&quot]"I prefer to be proactive as opposed to reactive," Anfossi explains. "To give you an example on the AI field: at the moment, to create a good experience, you have to create 100 different archetypes. The work we're doing at the moment is to try and change that, to create just one AI and educate that to react to the player's style. It's a different way to approach development, and by doing so we will be more efficient, and I believe it will be less expensive to make games. But the experience will be much better."[/FONT]
[FONT=&quot]Eidos Montreal's CV is full of more niche products - games like Deus Ex and Thief. As a result, despite its size (at more than 500 staff, it's the biggest Square Enix team), the developer isn't quite as famous as sister studios like Crystal Dynamics. That may be about the change with Shadow of the Tomb Raider - Square Enix's biggest Western IP. Although Eidos Montreal has worked on all of the Tomb Raider reboots, it has been in a support capacity with Crystal Dynamics taking the lead. That's not the case this time.[/FONT]
[FONT=&quot]Shadow of the Tomb Raider is Eidos Montreal's biggest project to-date[/FONT]​
[FONT=&quot]"We started this game together," Anfossi says. "We started at the end of 2015 when they were delivering Rise of the Tomb Raider. So there was this transition at the beginning, where we were working together. After that it was a question of timing. They started to focus on The Avengers, so we continued along with Shadow of the Tomb Raider and developed the game primarily in Montreal. We are also in collaboration with [Crystal] on The Avengers.[/FONT]
[FONT=&quot]"We have learnt to work together. It's never easy, by the way. Collaboration at distance, two different ways to develop games, two different studio cultures... We have to be honest about this. It's never easy. Even here at Eidos Montreal, we have two floors in the building and even that creates a distance between the guys working together. It's never easy, but we developed tools and processes to diminish and decrease these problems."[/FONT]
[FONT=&quot]Considering Shadow of the Tomb Raider is the final chapter in a three part reboot series - with the first two games being created by a different group - there must surely be a struggle between the need to follow a template laid down by the previous team, and the desire to break from convention. Anfossi says that being part of the previous two titles means that Montreal understands the brand's core pillars, and knows what it can (and shouldn't) do.[/FONT]
[FONT=&quot]"Like we did with Deus Ex and Thief, the first thing to do before even starting conception is to understand the essence of a franchise. But after that... we are creative people. We don't want to just copy and paste what has been done before. We have to be respectful of the two previous games. We have to close this Lara Croft story. So there is no question about the continuity.[/FONT]
[FONT=&quot]"That being said, the way we built the environments and world around Lara, is very, very much an Eidos Montreal signature. We have developed a lot of knowledge on how to make environment, or character, or lighting, or music, convey something. You don't see it, but your subconscious will feel it. That is something we learned from Deus Ex. A lot. And it's something we are applying for Shadow. There's definitely our signature to it."[/FONT]
[FONT=&quot]Eidos Montreal is working on Tomb Raider, The Avengers and a currently unannounced third project. Considering Anfossi's belief that Eidos Montreal has its own style and signature, when can we expect to see a fully original project from the teams?[/FONT]
[FONT=&quot]"I have been thinking about that for ten years, actually," Anfossi concludes. "I know by experience that it's very, very difficult to develop a new IP. We have to be very humble about that. For me, like for every project actually, you have to find the right talent, with enough experience to tackle that. But also be able to work together. It's a very big challenge, but I would definitely like, at some point, to try and create a new universe."[/FONT]
 
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