got to watching the henry stickmin franchise again, I realised how true this still holds. think about your favorite game franchises of all time; Mario, Mortal Kombat, Doom, even plot-heavy franchises like metal gear or COD started relatively simple. simple mechanics, simple stories, a simple gameloop.
This lowers the cost of development and in turn the cost to the player to try something new. If players see something they like, they'll be more likely to spend more on the sequel, and in the meantime, word of mouth advertising can get the game going.
rather than spending literal billions trying to get a new ip off the ground, studios can spend significantly less money trying new concepts and introduce more complexity as time goes on, rather than trying to hit the ground running.
30 people - not including all voice and mocap, 8 korean animators, entire dozens-strong QA team, 7 in a porting team, another french QA team, more french voice, all the localizers, a 3-man sound studio, all of Musiversal and the orchestra they hired for the OST, the entirety of the Kepler Interactive publishing team...
even AAA boils down to 30 crucial directors and programmers if you strip it down that much.
Clair Obscur: https://youtu.be/04wAYTaqNkI?si=cMRSL5shScOZw5gI
Assassin's Creed Shadows: https://youtu.be/4Cm4tQOBPxA?si=fMdi0YeifSz6JqDf
TBF AAA gaming doesn't go that low when you strip it down. It's always absurd amounts in every department
And they got all of those people for just 30 million?
So instead of them being a very small team, they are now a massively efficient team who maximized their budget to carry them to heights well above their punching level and still felt comfortable selling it below market price.
So, still back to basics because that's how the game industry worked before it went mainstream.
oh, yeah, they're far from as inefficient as AAA. still, it's not quite 30 nerds in an office building like the olden days.