{"id":9070,"date":"2026-10-21T11:39:46","date_gmt":"2026-10-21T11:39:46","guid":{"rendered":"https:\/\/silvybrand.com\/?p=9070"},"modified":"2026-10-21T11:39:46","modified_gmt":"2026-10-21T11:39:46","slug":"make-big-games-smaller","status":"publish","type":"post","link":"https:\/\/silvybrand.com\/?p=9070","title":{"rendered":"Gaming Can\u2019t Afford More Games the Size of \u2018Grand Theft Auto VI\u2019"},"content":{"rendered":"<p><br \/>\n<\/p>\n<div>\n<p class=\"paywall\">While that number pales in comparison to <em>Battlefield 6\u2019s<\/em> 7 million units in mere days, <em>Clair Obscur<\/em> did it all on a budget of <a data-offer-url=\"https:\/\/www.nytimes.com\/2025\/12\/11\/arts\/clair-obscur-expedition-33-sandfall.html\" class=\"external-link text link\" data-event-click=\"{&quot;element&quot;:&quot;ExternalLink&quot;,&quot;outgoingURL&quot;:&quot;https:\/\/www.nytimes.com\/2025\/12\/11\/arts\/clair-obscur-expedition-33-sandfall.html&quot;}\" href=\"https:\/\/www.nytimes.com\/2025\/12\/11\/arts\/clair-obscur-expedition-33-sandfall.html\" rel=\"nofollow noopener\" target=\"_blank\">less than $10 million<\/a>, and with a tiny development staff. The game was hugely successful <em>for<\/em> its budget, letting the studio continue without resorting to painful layoffs. Sandfall\u2019s success isn\u2019t a one-off. Look at Supergiant Games\u2019 <em>Hades<\/em> duology, AdHoc Studio\u2019s <em>Dispatch<\/em>, or Mintrocket\u2019s <em>Dave the Diver<\/em> for more evidence that studios and labels should focus on smaller but richer gaming experiences.<\/p>\n<h2 class=\"paywall\">The Not-Quite Bleeding Edge<\/h2>\n<p class=\"paywall\">Another major benefit of aiming smaller is that it lets companies mitigate rising development costs for themselves and consumers. The memory crisis is <a href=\"https:\/\/www.wired.com\/story\/sonys-ps5-price-hikes-prove-this-console-generation-is-far-from-over-good\/\" class=\"text link\">forcibly extending<\/a> the hardware life cycle, delaying new console generations and blocking supplies of powerful PC graphics cards, leaving many players without the means to reap the benefits of the most demanding games.<\/p>\n<p class=\"paywall\">As <em>Final Fantasy VII Revelation<\/em> <a href=\"https:\/\/www.wired.com\/story\/final-fantasy-vii-revelation\/\" class=\"text link\">director Naoki Hamaguchi<\/a>\u2014no stranger to hugely ambitious games with incredibly long development cycles\u2014says, \u201cThere isn&#8217;t a single console that you can say, \u2018As long as I have this, I&#8217;ll be able to play everything, to do everything.\u2019 Personally, I think that over the course of the next 10 years, if someone said, \u2018Here&#8217;s the next generation of consoles,\u2019 the market and the audience are not necessarily going to just jump over.\u201d<\/p>\n<p class=\"paywall\">Hamaguchi says the industry will still straddle the lower-spec options, like a <a href=\"https:\/\/www.wired.com\/story\/give-yourself-permission-steam-deck\/\" class=\"text link\">Steam Deck<\/a> or <a href=\"https:\/\/www.wired.com\/review\/nintendo-switch-2\/\" class=\"text link\">Nintendo Switch 2<\/a>, providing broader experiences to a wider base. It won&#8217;t be so much about cutting-edge technology, but how developers can compete in game design. &#8220;I think we&#8217;re going to be entering an age where that&#8217;s really the focus of competition,\u201d he says.<\/p>\n<p class=\"paywall\">Sadly, this approach has one big problem: Developers are already trying it <a href=\"https:\/\/www.wired.com\/story\/no-one-can-afford-to-make-myst-games-anymore\/\" class=\"text link\">but failing to draw investment<\/a>. There\u2019s no easy answer\u2014investors follow the money, and the money points to <em>GTA<\/em>-scale games, even though AAA development increasingly leaves carnage in its wake.<\/p>\n<p class=\"paywall\">Even Rockstar appears to realize the current approach is unsustainable, with studio veteran Phil Hooker telling <a data-offer-url=\"https:\/\/www.bloomberg.com\/features\/2026-grand-theft-auto-6-making-of\/\" class=\"external-link text link\" data-event-click=\"{&quot;element&quot;:&quot;ExternalLink&quot;,&quot;outgoingURL&quot;:&quot;https:\/\/www.bloomberg.com\/features\/2026-grand-theft-auto-6-making-of\/&quot;}\" href=\"https:\/\/www.bloomberg.com\/features\/2026-grand-theft-auto-6-making-of\/\" rel=\"nofollow noopener\" target=\"_blank\">Bloomberg<\/a> that \u201cthe engine, the tools, and the team we&#8217;ve built during the [<em>GTA VI<\/em>] project will allow us to do things more quickly\u201d in the future. Hopefully, good news for fans who fear another decade-long wait for <em>GTA VII<\/em>.<\/p>\n<p class=\"paywall\"><em>Grand Theft Auto VI<\/em> will be a success, and its longevity is already certain. But when every other publisher sees the inevitable slate of sales records the game will shatter, they\u2019d do well to think twice before chasing it\u2014the games industry might not survive if they do.<\/p>\n<\/div>\n<p><br \/>\n<br \/><a href=\"https:\/\/www.wired.com\/story\/make-big-games-smaller\/\">Source link <\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>While that number pales in comparison to Battlefield 6\u2019s 7 million units in mere days, Clair Obscur did it all on a budget of less than $10 million, and with a tiny development staff. The game was hugely successful for its budget, letting the studio continue without resorting to painful layoffs. Sandfall\u2019s success isn\u2019t a [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":9071,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[9],"tags":[39,1342,95,1267,40],"class_list":["post-9070","post","type-post","status-publish","format-standard","has-post-thumbnail","category-gadgets","tag-gaming","tag-indie-games","tag-layoffs","tag-rockstar","tag-video-games"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Gaming Can\u2019t Afford More Games the Size of \u2018Grand Theft Auto VI\u2019 - Silvybrand Lifestyle Blog<\/title>\n<meta name=\"description\" content=\"Between crushing layoffs, ballooning budgets, and bland end products, video game makers need to stop chasing AAA glory.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/silvybrand.com\/?p=9070\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Gaming Can\u2019t Afford More Games the Size of \u2018Grand Theft Auto VI\u2019 - 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