Remedy’s latest venture is a multiplayer shooter set in the upcoming FBC: Firebreak-control world. And if you don’t believe the words of game director Mike Kayatta: it’s not designed like your average AAA release.
In a recent interview with IGN, Kayatta explored some of his personal feelings about the modern gaming industry. The world of AAA – the scope of that project, the size of the marketing budget, everything is how everything contributes to the “infection” he wants to improve.
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“Kayatta read what he recently explained this in a very eloquent way.
But in the world of big shiny objects of ten years of live services and lifestyle games, some inevitably outweigh others. “It can create an incredible experience that I’m very grateful for, but only a few of them exist and no one can compete in that field.”
The amounts involved are incredible.
Kayatta is an instant contrast to the world of indie games. Small projects that are much smaller than the AAA’s can still be successful. He praises how they can release with (relatively) small marketing, and potentially great success, name-dropping Stardew Valley and recently released Blue Prince.
“I think we now think it’s awkward to call that in between the two AAs. But it’s kind of new,” Kayatta says he’s narrowing things down to where FBC: Firebreak aims. “It’s not the God of War: Ragnarok or GTA 6, but it’s also more than killing Spire.”
“This idea of responsible team size, responsible budget, responsible time to develop the game, just get it, respect the player’s time, don’t overcharge, don’t try to be greedy over time. I think there’s space for it.
“I think a lot of games can be exciting using FOMO,” Kayatta talks more about how modern games have adapted to balloon production costs. However, if some games can use fear to miss mechanics and bring good effects, Kayatta wants FBC: firebreak to avoid common ratios across its industry. “A lot of that has been linked to a decline in FOMO. I think this is infecting many modern games.”
FBC: Firebreak rejects modern gaming principles
Kayatta’s goals aren’t just to curb FOMO. It also affects the price tag of the game. For example, Kayatta doesn’t want the game to be played for free. There’s a price tag of $40 and I’ll stick to it. One payment and you’re done.
“We don’t do daily check-in, timing battle pass, everything else that tells you your time.”
It’s a bold move, but it’s not unprecedented. The desire for products without live service grinds has grown over the years. I’m even looking at things like a massive marketing campaign. See Remastering Elder Scrolls IV: Oblivion by Bethesda.
It feels like we are entering a new era in the gaming industry. “We all feel like a great selling point in every nonsense AAA game that usually feels like a great selling point. Certainly there is a crossover between it and the recent success of the indie world.
If a larger release is actually heading towards this “AA” model, then if you can successfully cast the burden of AAA games, you might see more games that hit the shelf.