The video game industry has undergone a significant transformation in recent years, marked by an increasing focus on profitability over creativity. This change is particularly notable in the development of AAA titles, where market analysis and trends have begun to dictate which games are economically viable. Hideaki Itsuno, director of Dragon’s Dogma 2, has expressed his concern about this, pointing out that nowadays it is difficult for developers to create “the game of their dreams”.
He is making a game with things he likes, but not the game of his dreams
In a recent interview with Famitsu, Itsuno admitted that his current project at LightSpeed Japan, although it is a AAA action game, does not fully align with his creative aspirations. “The games I would really like to make probably wouldn’t sell,” he commented. Despite this, his commitment to integrating innovative elements into his projects remains strong, although with the awareness that the industry often rejects ideas that are not commercially viable.
This cautious approach is understood when observing the astronomical budgets of recent titles. Games like The Callisto Protocol, Cyberpunk 2077, and God of War: Ragnarok have required investments ranging from 162 to 300 million dollars, which causes both developers and publishers to be more reluctant to approve risky proposals. The pressure to not fail leads many companies to prioritize data and trends over creative intuition, a shift that some professionals, like Michael Douse from Larian Studios, find concerning.
However, although studies have adapted to this paradigm, there are still voices that advocate for the need to pursue riskier ideas. Over time, it will be seen whether this trend towards market analysis will persist or if the industry will dare to explore the ambitious creative visions of its developers.