This is both good and bad news for indie developers. Bad in the sense they'll never reach that scale and level of graphics without serious investments. Good in the sense the triple-A giants are anything but flexible and indie developers can therefore differentiate themselves through innovative gameplay and storytelling, which is very much lacking in the AAA scene nowadays.
AAA game (typical example: Skyrim):
* Sells for $50-$60
* Has cutting-edge graphics and (generally) runs on the newest generation of hardware
* Is available on most/all gaming platforms
* (Nowadays) Usually has some celebrity involvement (Skyrim had Max von Sydow, Christopher Plummer, Michael Hogan. Oblivion had Patrick Stewart.)
* 20+ hours of gameplay
AA game (typical example: Far Cry: Blood Dragon, Call of Juarez: Gunslinger):
* Sells for about $25-$40
* Made with last year's AAA engine
* Runs on last year's hardware
* Typically available on fewer or only one platform
* 8 - 20 hours of gameplay
Anything below that is either a classic game remastered (for example, the recent Homeworld remaster), or an indie title.
Frequently a AAA game (like Diablo III) will have a AA game come out at the same time to compete with it (Torchlight II.) In a lot of cases, like Torchlight II and Call of Juarez: Gunslinger, the AA game is actually a far superior game to the AAA games its competing with. ;)
Sometimes the sequel to a AAA game is a AA game, I'd say that's the case with Wolfenstein: The Old Blood.
Some games, like Portal and Portal 2, straddle the line. But I'd slot the Portal games as AA.
Minecraft was also a great achievement in terms of game design and gameplay, yet had simple graphics, and consequently was easily moddable, which greatly contributed to its popularity and success. But is was considered "AAA" when it was released, and is it considered "AAA" now that Microsoft bought it (even though it's essentially the same game)?
So how important do you think fancy graphics are to the definition of an "AAA" title, versus accessibility (in terms of how many people can play it because of its lower hardware requirements, and how many people can mod it because of its graphical simplicity)? And how important are game design, gameplay, popularity, making money and other issues like moddability to the definition of an "AAA" title?
Another way for a game to achieve easy (but more limited) moddability without limiting its graphical complexity is to support advanced built-in tools for user created content (like Spore for example, which has advanced built-in specialized tools as opposed to supporting simple generic third party tools).
Subsequent versions of The Sims had much fancier graphics, and much more advanced built-in content creation tools (like create-a-sim), but that made it harder to create content outside of the game (because objects were 3D meshes instead of 2.5D sprites, and texture maps for character meshes were not nearly as simple).
The original Sims 1 team (which I worked on) only had four core programmers, but it was developed over many years before the point that EA bought Maxis and put more people on shipping it. So The Sims 2, 3 and 4 were much more typically AAA-ish, and had vastly larger teams working on them. (The Sims Studio became one of four major sub-divisions of EA.)
I think small indie teams would be better off focusing on game design and gameplay instead of fancy graphics.
What I like about these games is that they're immersive, without being overly long or tedious. You can play through Portal in a few evenings, without feeling like you're missing out on hundreds of side quests. The gameplay is tight, fun and innovative.
However, if you have a friend who likes first person shooters, you could play through one or more of the Gears of War games in cooperative split-screen mode. I hate, HATE, HATE playing FPSs on consoles, but I had a blast playing Gears in coop. It was the first console FPS I'd ever played where
* the gunplay felt good
and
* I didn't find myself longing for a keyboard and mouse after two minutes of play.
Indeed, the combat works really, really well with a controller.
I don't know how the game has held up over the years, but it was lots of fun back in the day.
If you like, change FPS to "shooter" everywhere it appeared in that comment.
However, in my opinion AAA doesn't apply to scope or budget but quality of experience. Super Meat Boy is one of the best games I've played in years and it doesn't come anywhere near the scope of say GTA 5 (which is also awesome).
I don't think anyone calls SMB a triple-a title though... so I'd say wikipedia's definition is correct.
So then, I think the real issue here is aiming to make a game that compete with major studios who have budgets of $50m and employ hundreds of specialized team members.
These devs claim it was a passion project, but then they throw in the towel on the entire concept of running an indie studio after the negative reviews come in. I understand the bankruptcy move, but if I were the founder's shoes, I would move somewhere cheap, take a side job and keep making games on the side. If I still loved the Wolfie project, I would fix it for free and I would find a way to send my KS backers whatever I owe them. I would read every negative review of my game, try to bucket the feed back (something like: legit, semi-legit, ignore) and then fix the game. I would also print my favorite positive reviews and hang them up around the house for motivation. If I no longer believed in the game, I would build something new but smaller. 13 years is a long time to wash down the drain due to one failure.
Currently I'm trying to make indie games along with my gilfriend. She has no formal 3d art training but has been teaching herself via the internet. I learned Unity and have been teaching myself c# / cg and all the other shit that goes with 3d game development (I come from a python / js background). We will most likely fail hard but I don't understand the concept of quitting when you got into something for fun in the first place.
edit: it also sounds like these guys tried to build their own engine... or something. If they did, that was a bad idea. If they didn't, I don't understand why they had so many issues with collision detection. Haven't played the game though... its just odd to hear that they had major collision detection issues.
Suffice to say, it is entirely powerful and possible to create incredible games. Ori and the blind forest, Hearthstone, and plenty of AA and indie games use unity, lots of kickstarter projects.
To the chagrin of gamers, Steam has greenlit several terrible unity based games, that only use free/cheap unity store assets, namely Airplane (?) and DayZ (sic) , which are quite infamously reviewed by Jim sterling on YouTube. Enough to cloud the market for games created by any future indie dev.
Advice is plentiful, though you do have a lack of great sources to ask questions.
IMO, devs starting with unity are almost drowned in advanced features to get started from concept to prototype. Easy to learn, hard to master, easier to edit store bought prefabs than to DIY. They can become a crutch very quickly.
The unity store can be a boon and a roadblock to progress, because it doesn't always help. Starting out, it won't give you the best direction or how to code, but it will take you forward to developing a playable prototype. Sometimes within hours of starting a new project.
If you have a team, unity is going to be the source of frequent anguish, but it is still more flexible than it ever was.
the biggest hassle will more likely to be assets, and far down the road, dealing with rigid bodies, collision, raycasthit, and the PhysX implementation of mesh and mass collision.
For most devs, the initial unity workload will be around 70-80% asset creation to 20% game coding, and about 290% of the budgeted time, debugging.
A good idea is to build a prototype, get the mechanics working while the art is being developed. Once the code is in place, debug/playtesting is critical to developing assets that then can be designed, built as mesh, and imported within the prototype in a few seconds.
Character controllers are generally easy, more dynamic mechanim is able to avoid some pitfalls of the capsule collision system, and there are ways to add crouch/jump use cases with pathfinding and AI,(which is a good bit of work.)
Unity does excel at getting a walking mesh going, using mechanim to blend animation and mesh collision, and 3d art assets designed in Maya or 3dsmax, etc.
When I started with unity in 2012, it took forever to even think about how to build a menu system, until NGUI. It's improved drastically since the store was added.
[1] https://www.quora.com/Who-makes-more-money-Hollywood-or-the-...
Minecraft does this, in a way. Instead of a villiage-sized Barbie / GI Joe playset (with everything perfectly designed), you get a giant bucket of lego bricks.
Not that Minecraft / df style games have done much better on Kickstarter.
Yes, it's a hugely popular game, but it is the archetype of "indie game done good".
I agree, it's not AAA, in terms of assets, but I'm saying a "box of lego bricks" (or something like that - copying Minecraft won't work now) is the only way to compete with AAA on assets. PCG looks like a holy grail, but I doubt it (unless you can get it good enough to sell to AAA, then why wouldn't you just license the tool?).
Minecraft is AAA success. Your big-box retailer probably has Minecraft guide-books for sale. There's nothing that touches it. Papers, Please is an "indie game done good", and it sold maybe 5% of Minecraft.
For what it's worth, "semantic" means "related to definition of words". The argument we're having is still semantic. And semantic arguments are usually pointless. Just in case you didn't know.
> In the video game industry, AAA (pronounced "triple A") is a classification term used for games with the highest development budgets and levels of promotion. A title considered to be AAA is therefore expected to be a high quality game and to be among the year's bestsellers.
By definition, a budget of $75k + 6-10 people wont make an AAA game.
> When we made Crash Bandicoot (with a team of 7), it was already virtually impossible to make a AAA game with 6-10 people, and that was 20 years ago.
I'm biased/invested in this area, but I think nowadays tools are really helping strip away the technical challenges of making a game. Increasingly game development is less about technical challenges but more about the creative challenge. Individuals are willing to pour thousands of hours of work into artistic and creative projects, and I am seeing far less resistance and challenges going forwards for these sorts of people to produce AAA quality games, when previously game creation was extremely inaccessible to them.
Also, thank you for Crash Bandicoot. Amazing game :) One I loved playing growing up!