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AAA (video game industry)
In the video game industry, AAA (Triple-A) is a buzzword used to classify video games produced or distributed by a mid-sized or major publisher, which typically have higher development and marketing budgets than other tiers of games. In the mid-2010s, the term "AAA+" was used to describe AAA type games that generated additional revenue over time, in a similar fashion to massively multiplayer online games, by using games-as-a-service methods such as season passes and expansion packs. The similar construction "III" (Triple-I) has also been used to describe high-production-value games in the indie game industry.
The term "AAA" began to be used in the late 1990s by game retailers attempting to gauge interest in upcoming titles. The term was likely borrowed from the credit industry's bond ratings, where "AAA" bonds represent the safest investment opportunity and are the most likely to meet their financial goals.
One of the first video games to be produced at a blockbuster or AAA scale was SquareSoft's Final Fantasy VII (1997), which cost an estimated $40–45 million (inflation adjusted $78–88 million) to develop, making it the most expensive video game ever produced up until then, with its unprecedented cinematic CGI production values, movie-like presentation, orchestral music, and innovative blend of gameplay with dynamic cinematic camerawork. Its expensive advertisement campaign was also unprecedented for a video game, with a combined production and marketing budget estimated to be $80–145 million (inflation adjusted $129–234 million as of 2020[update]). Its production budget record was later surpassed by Sega AM2's Shenmue (1999), estimated to have cost $47–70 million (inflation adjusted $73–109 million as of 2020[update]).
By the seventh generation of video game consoles (late 2000s), AAA game development on the Xbox 360 or PlayStation 3 game consoles typically cost in the low tens of millions of dollars ($15m to $20m) for a new game, with some sequels having even higher total budgets – for example Halo 3 is estimated to have had a development cost of $30m, and a marketing budget of $40m. According to a whitepaper published for EA games (Dice Europe), the seventh generation saw a contraction in the number of video game developing houses creating AAA level titles, reducing from an estimated 125 to around 25, but with a roughly corresponding fourfold increase in staffing required for game development.
Triple-A titles produced during the late 1990s and early 2000s brought a shift towards more narrative-driven games that mixed storytelling elements with gameplay. The earlier widespread adoption of optical media from early-1990s had brought elements like cutscenes, and the advances in real-time 3D graphics in the mid-1990s further drove new ways to present stories; both elements were incorporated into Final Fantasy VII. With larger budgets, developers were able to find new innovative ways to present narrative as a direct part of gameplay rather than interspersed into pre-rendered cutscenes, with Half-Life one of the first of these new narrative games to nearly eliminate cutscenes in favor of interactive storytelling mechanisms.
During the seventh generation, AAA (or "blockbuster") games had marketing at a similar level to high-profile films, with television, billboard and newspaper advertising; a corresponding increasing reliance on sequels, reboots, and similarly franchised IP was also seen, in order to minimize risk. Costs at the end of the generation had risen as high as the hundreds of millions of dollars – the estimated cost of Grand Theft Auto V was approximately $265m. The same conditions also drove the growth of the indie game scene at the other end of the development spectrum, where lower costs enabled innovation and risk-taking.
At around the period of transition from seventh to eighth generation of consoles, the cost of AAA development was considered by some to be a threat to the stability of the industry. Staffing and costs for eighth generation games increased; at Ubisoft, AAA game development involved 400 to 600 persons for open world games, split across multiple locations and countries. The failure of a single game to meet production costs could lead to the failure of a studio – Radical Entertainment was closed[dubious – discuss] by parent Activision despite selling an estimated one million units on console in a short period after release.[unreliable source][unreliable source] Triple-A games also began to lose uniqueness and novelty; a common trend were a range of "grey brown" first-person shooters that drew on the popularity of the Medal of Honor and Call of Duty series but did little to advance gameplay improvements. Ubisoft game director Alex Hutchinson described the AAA franchise model as potentially harmful, stating he thought it led to either focus group-tested products aimed at maximizing profit, and/or a push towards ever higher graphics fidelity and impact at a cost of depth or gameplay.
The limited risk-taking in the AAA arena and stagnation of new gameplay concepts led to the rise of indie games in the early 2010s, which were seen as more experimental. This also led to the creation of the "AA" market in the industry, larger studios that were not at the scale of AAA developers but had more experience, funding, and other factors to make them distinct from the smaller teams usually associated with indie studios.
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AAA (video game industry) AI simulator
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AAA (video game industry)
In the video game industry, AAA (Triple-A) is a buzzword used to classify video games produced or distributed by a mid-sized or major publisher, which typically have higher development and marketing budgets than other tiers of games. In the mid-2010s, the term "AAA+" was used to describe AAA type games that generated additional revenue over time, in a similar fashion to massively multiplayer online games, by using games-as-a-service methods such as season passes and expansion packs. The similar construction "III" (Triple-I) has also been used to describe high-production-value games in the indie game industry.
The term "AAA" began to be used in the late 1990s by game retailers attempting to gauge interest in upcoming titles. The term was likely borrowed from the credit industry's bond ratings, where "AAA" bonds represent the safest investment opportunity and are the most likely to meet their financial goals.
One of the first video games to be produced at a blockbuster or AAA scale was SquareSoft's Final Fantasy VII (1997), which cost an estimated $40–45 million (inflation adjusted $78–88 million) to develop, making it the most expensive video game ever produced up until then, with its unprecedented cinematic CGI production values, movie-like presentation, orchestral music, and innovative blend of gameplay with dynamic cinematic camerawork. Its expensive advertisement campaign was also unprecedented for a video game, with a combined production and marketing budget estimated to be $80–145 million (inflation adjusted $129–234 million as of 2020[update]). Its production budget record was later surpassed by Sega AM2's Shenmue (1999), estimated to have cost $47–70 million (inflation adjusted $73–109 million as of 2020[update]).
By the seventh generation of video game consoles (late 2000s), AAA game development on the Xbox 360 or PlayStation 3 game consoles typically cost in the low tens of millions of dollars ($15m to $20m) for a new game, with some sequels having even higher total budgets – for example Halo 3 is estimated to have had a development cost of $30m, and a marketing budget of $40m. According to a whitepaper published for EA games (Dice Europe), the seventh generation saw a contraction in the number of video game developing houses creating AAA level titles, reducing from an estimated 125 to around 25, but with a roughly corresponding fourfold increase in staffing required for game development.
Triple-A titles produced during the late 1990s and early 2000s brought a shift towards more narrative-driven games that mixed storytelling elements with gameplay. The earlier widespread adoption of optical media from early-1990s had brought elements like cutscenes, and the advances in real-time 3D graphics in the mid-1990s further drove new ways to present stories; both elements were incorporated into Final Fantasy VII. With larger budgets, developers were able to find new innovative ways to present narrative as a direct part of gameplay rather than interspersed into pre-rendered cutscenes, with Half-Life one of the first of these new narrative games to nearly eliminate cutscenes in favor of interactive storytelling mechanisms.
During the seventh generation, AAA (or "blockbuster") games had marketing at a similar level to high-profile films, with television, billboard and newspaper advertising; a corresponding increasing reliance on sequels, reboots, and similarly franchised IP was also seen, in order to minimize risk. Costs at the end of the generation had risen as high as the hundreds of millions of dollars – the estimated cost of Grand Theft Auto V was approximately $265m. The same conditions also drove the growth of the indie game scene at the other end of the development spectrum, where lower costs enabled innovation and risk-taking.
At around the period of transition from seventh to eighth generation of consoles, the cost of AAA development was considered by some to be a threat to the stability of the industry. Staffing and costs for eighth generation games increased; at Ubisoft, AAA game development involved 400 to 600 persons for open world games, split across multiple locations and countries. The failure of a single game to meet production costs could lead to the failure of a studio – Radical Entertainment was closed[dubious – discuss] by parent Activision despite selling an estimated one million units on console in a short period after release.[unreliable source][unreliable source] Triple-A games also began to lose uniqueness and novelty; a common trend were a range of "grey brown" first-person shooters that drew on the popularity of the Medal of Honor and Call of Duty series but did little to advance gameplay improvements. Ubisoft game director Alex Hutchinson described the AAA franchise model as potentially harmful, stating he thought it led to either focus group-tested products aimed at maximizing profit, and/or a push towards ever higher graphics fidelity and impact at a cost of depth or gameplay.
The limited risk-taking in the AAA arena and stagnation of new gameplay concepts led to the rise of indie games in the early 2010s, which were seen as more experimental. This also led to the creation of the "AA" market in the industry, larger studios that were not at the scale of AAA developers but had more experience, funding, and other factors to make them distinct from the smaller teams usually associated with indie studios.