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And exactly that point is the reason why I hate triple A games.

They are produced like movies. Throw insane amounts of money at an idea. More money, more insane things are possible.

But games don't actually _need_ lots of things, so much complexity or licenses for soccer teams/car brands. For me AAA games make no sense, and their economy makes even less sense.



I think there's a distinction to be made between complexity/expense of production and complexity/depth of gameplay. AAA games seem to be maximizing the former and minimizing the latter. The average single-player AAA experience is a two-to-ten-hour long series of cutscenes and linear gameplay areas, with the multiplayer more than likely some reskin of Counter-Strike. Or look at iterations of the same/similar games - Firaxis' AAA Civilization: Beyond Earth felt shallow and lifeless next to their inaugural almost-indie Alpha Centauri, despite BE's fully voice-acted and 3D-animated leaders and AC's mere static portraits.

Or for the ultimate in non-AAA gaming, Dwarf Fortress. Looks like Nethack, plays like AutoCAD, devours time like nothing else.




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