channie
Member
Bill Roper on LinkedIn paints a very bleak picture of the state of investors funding where they all kinda force developers to hit irrealistic targets before seeing a single dollar from their pockets.
Unless there's a definitive pivot from investors to fully support AA, we can sure as hell forget about these properly replacing broken AAA model.
The consensus coming out of DICE is that things aren’t going to be getting any better in 2025. In fact, there’s more investment pulling back and more layoffs and studio closures to come. AAA is dead and Indies and AA studios are on the rise.
There’s a massive divide to this becoming a reality. It’s now being talked about more publicly, but it’s been the reality that some of us have been living for the past few years.
Three of us started Lunacy Games in the summer of 2022 after the indie studio we were working at together lost its funding. With Lunacy, we had a clear vision of the game we wanted to make that was born out of a deep design analysis of what we’d been playing during the pandemic coupled with a desire to do something different in building a company. It immediately reminded me of how we approached development back in my Blizzard days, so we started working on something to bring to publishers.
We pulled together a prospective team that was a mix of proven industry veterans and highly talented junior developers who had all worked with each other over the years. We solidified our game concept and put together a solid pitch deck complete with financials for the studio and project development. We started pitching to publishers, VCs, and angel investors. This was the “team, dream, and a deck” model that had proven successful for me in the past.
In late 2022 we had 3 publishers interested. Two of them interested in funding our game / studio (a mix of project funding and equity investment) and the third pitching us on becoming a fully funded, first-party studio. We were exchanging deal terms and talking numbers when the playing field shifted under our feet.
All of the interested parties pulled back, explaining that they were “re-evaluating their investment stance” or “shifting focus to existing projects and studios.” By the end of 2022 we had no deals on the table and it seemed we were back at square one.
Little did we know we were about to go into negative numbers in terms of opportunities for video game developers and studios.
The 2+ years since then have seen a recurrent theme in the games industry. No one signs games that don’t have fully playable demos (and that has now evolved into requiring a vertical slice) while, in the same breath, no one is funding demos.
And it doesn’t stop there. I’ve been told directly that to really have a chance to get my project funded I “need to have a trailer, an engaged and active Discord community, and a Steam page with at least 10k wish lists.”
And that’s before they'll spend dollar one.
All the risks have been put on those least able to bear it. And much of what developers now “need to do” isn’t about making their game. It’s about reducing publisher risk by proving they have a built-in audience.
The rise of indies is because their development cost model is a race to the bottom. The model is 1-4 developers (commonly younger) living at home or sharing a small apartment making a great, small game for under a million dollars. Publishers can fund these projects much more easily and when an oversized hit occurs, it just reinforces the model.
Of course, it’s also easier to ignore the tens of thousands of games of this size that get released every year and fail because the bets (and risks) are so small.
So where does this leave AA studios?
Out in the cold.
Based on the feedback we got on the survival game we pitched at the end of 2022 we spent the next several months scrimping our personal money and working whatever hours we could to put together a demo. We bootstrapped our way into having a 9-minute proof of concept for our game and the world in which we want to bring players in time for DICE and GDC of 2024. I pitched the game well over 100 times across both shows and heard the same basic refrain:
- This looks fantastic. You made it how fast for what surprisingly low amount of money?
- This is a great idea and a very clever approach to the genre.
- This game could be extremely successful, but instead of premium +DLC, we’d prefer (insert their business model of choice that ignores what players in that space want).
- Your budget makes sense - and in fact we think you might not be asking for enough – but it’s too much to ask for. No one is funding AA development.
- You built a demo, but we need to see more. Tt needs to have ALL the groundbreaking systems you’re proposing, and every core loop implemented, so our game evaluation team can play it and tell me if its “found the fun.”
- Also, we don’t fund that prototype development. Have you considered Kickstarter?
For the sake of transparency, the budget for our open world survival game that ships on Steam, Xbox, and PlayStation = $18.5 million. A modest budget for what we propose to deliver and one that no one argued about being too much for the scope of our game.
So, we pivoted. We brainstormed and came up with an idea to make something we felt was both special and missing in the extraction shooter genre. It’s a smaller project with a total development budget of $5.5 million. We have a tight, 14-week plan to deliver a fully playable demo (with a beautiful corner) for a fraction of that cost. We’ve been pitching our new game for a few months and… I’m sure know what the response has been.
Love you.
Love the team.
Love the idea.
Bring us a vertical slice.
And no, we won’t fund it.
This is the Catch-22 that start-ups are in. Great developers, comprised of people that have a proven track record of shipping games, bringing great ideas to the table, fighting for scraps up in a broken publishing model.
There’s a real opportunity for someone to put relatively small amounts of money into the ideation of games without being predatory. We’d gladly give up equity in our studio to the right partner that is invested in building a profitable studio with a long-term vision.
And we’re not the only ones. I read this a few days ago and it really resonated.
"Typical game investors would hate us. A game dev studio focused on sustainability over growth, careful profit over risk, and maintaining studio culture over expansion and moonshots."
There’s a moment in time, right now, where a new powerhouse group of AA studios could be built. Ones using all their knowledge of what we’ve done right and where things went wrong to create better places to work and build amazing experiences for players. But we can’t do it alone.
We have responsibilities and families and lives. And that means we can’t simply “tough it out” and “work for free” to “prove we’re 100% committed.” The expectations and focus of VCs don’t align with video games. We’re a special mix of art and technology and the formulas for launching that next “killer app that’s going to disrupt the space” doesn’t apply.
AA studios aren’t asking for a free ride for a moonshot. What we need is a stable launch pad to help us ignite our ideas and soar.
Project Skinwalkers 2024 Demo =
Innsmouth Mysteries Teaser =
Unless there's a definitive pivot from investors to fully support AA, we can sure as hell forget about these properly replacing broken AAA model.