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The curse of the blockbuster: Why should games should be released faster?

August 31, 2025
Reading Time: 3 mins read

Aaa-Igra in recent years has encountered the same problem as blockbuster films in the movie world. The huge budget is not paid off, the long -term development stages lead to losses and even a game can take away hundreds of jobs, if not thousands of people. Gamesindustry.biz information portal speakHow the game industry plans to escape this situation.

The curse of the blockbuster: Why should games should be released faster?

In the past Gamescom 2025, the dominant opinion between the leading management representatives of different companies is one of the thinking games that need to be developed faster. Instead of spending five years or more to create a release, you need to release games in one or two years, a maximum of three. And if they are not polished and not ready for the exit, they can always be sent to early access.

The biggest costs in any project are the salary of studio staff, so the short development will be economical – in theory. And this means that the studio will have to stop putting the future for each release. If the game is being developed for two years and fails, it is a pain-but not bad about the failure of the game, including development for 5-7 years.

In addition, compression development time has another advantage. Games created quickly can be adjusted according to the current trend to avoid, for example, the launch of the shooting shooting game directly after this genre has become too saturated.

But to catch up with the idea of ​​developing games quickly is one thing, and to be formed in reality is completely different. So how will the studios reduce the deadline?

An option is to make the graphics worse. Given that the super detailed graphics seemed not so important for the young generation of young gamers, growing up on Roonlox and Minecraft, this strategy seemed quite profitable. There is no need to spend days, weeks or months to model reality, to work out to the objects, when the audience is arranged by a low polygonal polygon. But among publishers and developers, on the contrary, there is no enthusiasm about this strategic step: it may be difficult to go against the traditions that have developed in the game industry.

Another option is to use AI to speed up internal processes and more and more teams use this option. Very few people use AI to create ASCET for the game, such tips will give the project of the brand to offend AI-Content in Steam. But most developers use artificial intelligence in other forms. For example, to create this concept-conceptor-conceptual code that allows you to quickly run into creative ideas and ideas.

Some people talk enough about whom in their game. Others behave as if this word could not be pronounced in any case, and considered it a secret that could not be revealed. They have a reason: a small paragraph of the text that created in the change is only an example why employees rarely talk about this publicly.

But the reality is still. Who has spread in the gaming industry, and there is no point in living endlessly with the studios in fear. They do not need a secret, but an open, honest discussion about how to use AI correctly. Industry needs a good set of rules. For example, is it worth banning the images that created in the completed games? Or there's no problem in this until developers train their nerves themselves? Such issues require discussion, and in the next few years, the industry will decide what to do.

Yes, all this does not guarantee that AI will really allow you to develop faster games. It is possible that the course to grow quickly will not be done in a short time – but at least in fact the game industry has a clear plan that is satisfied.

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