David Goldfarb, once lead designer of Battlefield 3 has stated that the development process for triple-A games lacks creativity. Here is Goldfarb’s statement in full:

“I think the risk/reward for the companies that can spend the marketing money and that have big successful franchises, for them it’s still worth laying out that investment, but for people who don’t have that kind of capital, you’re not really in a practical success loop. AAA is the equivalent of the One Percent right now. It comes with all these caveats. You can’t make the crazy stuff really.”

Goldfarb once claimed that he left triple-A game development for just this reason. So do you agree with Goldfarb? Is it harder to make more creative big budget games because they’re more difficult to market for? Let us know your thoughts.

  • Here’s another thing Battlefield 3 is the third in a series. People know what to expect. Will Battlefield 5 be a table tennis game with 8 bit retro graphics? I doubt it. But it would totally be creative. Call of Duty always has Nazi Zombies. Heck COD took a risk by having advanced warfare. Maybe its just EA that doesn’t take risks. Sims 3 & 4 were the same. Of course SimCity 2013 was a HUGE leap backward into mud, that was a creative risk.

    I think the real risk with big money games is fans turning on it for its DLC. Like how everyone is hyped for Mortal Kombat X DLC coming out in the summer… when it could just be in the damn game. Its cool guys you MIGHT get Spawn, Predator, Zelda, William Riker and a Tellitubby DLC. Let your imagination run wild 🙂

    • Thanks for the feedback! Creativity is definitely more common in indie games than retail these days. Haha the same can be said for Evolve with the whole DLC scenario – here’s hoping Turtle Rock learns from its mistakes.

      • I think indie games have to be creative or why would anyone buy them. I’m also disappointed to see new indie games bringing out things that haven’t been used in a decade and then being hailed for their creativity. The Limo go round game comes to mind.

  • Games should provide entertainment that the community don’t know they want. It’s the duty of every developer to install creative, yet familiar content yet well aware of the risks of being a commercial failure.

    Anyway, back in the real world…..

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