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What’s wrong with AAA games? The development of the next Battlefield has answers.


EA insiders describe stress and setbacks in a project that’s too big to fail.

A marketing image for Battlefield depicting soldiers and jets

After the lukewarm reception of Battlefield 2042, EA is doubling down.

After the lukewarm reception of Battlefield 2042, EA is doubling down.

It’s been 23 years since the first Battlefield game, and the video game industry is nearly unrecognizable to anyone who was immersed in it then. Many people who loved the games of that era have since become frustrated with where AAA (big budget) games have ended up.

Today, publisher EA is in full production on the next Battlefield title—but sources close to the project say it has faced culture clashes, ballooning budgets, and major disruptions that have left many team members fearful that parts of the game will not be finished to players’ satisfaction in time for launch during EA’s fiscal year.

They also say the company has made major structural and cultural changes to how Battlefield games are created to ensure it can release titles of unprecedented scope and scale. This is all to compete with incumbents like the Call of Duty games and Fortnite, even though no prior Battlefield has achieved anywhere close to that level of popular and commercial success.

I spoke with current and former EA employees who work or have recently worked directly on the game—they span multiple studios, disciplines, and seniority levels and all agreed to talk about the project on the condition of anonymity. Asked to address the reporting in this article, EA declined to comment.

According to these first-hand accounts, the changes have led to extraordinary stress and long hours. Every employee I spoke to across several studios either took exhaustion leave themselves or directly knew staffers who did. Two people who had worked on other AAA projects within EA or elsewhere in the industry said this project had more people burning out and needing to take leave than they’d ever seen before.

Each of the sources I spoke with shared sincere hopes that the game will still be a hit with players, pointing to its strong conceptual start and the talent, passion, and pedigree of its development team. Whatever the end result, the inside story of the game’s development illuminates why the medium and the industry are in the state they’re in today.

Table of Contents

The road to Glacier

To understand exactly what’s going on with the next Battlefield title—codenamed Glacier—we need to rewind a bit.

In the early 2010s, Battlefield 3 and Battlefield 4 expanded the franchise audience to more directly compete with Call of Duty, the heavy hitter at the time. Developed primarily by EA-owned, Sweden-based studio DICE, the Battlefield games mixed the franchise’s promise of combined arms warfare and high player counts with Call of Duty’s faster pace and greater platform accessibility.

This was a golden age for Battlefield. However, 2018’s Battlefield V launched to a mixed reception, and EA began losing players’ attention in an expanding industry.

Battlefield 3, pictured here, kicked off the franchise’s golden age. Credit: EA

Instead, the hot new online shooters were Overwatch (2016), Fortnite (2017), and a resurgent Call of Duty. Fortnite was driven by a popular new gameplay mode called Battle Royale, and while EA attempted a Battle Royale mode in Battlefield V, it didn’t achieve the desired level of popularity.

After V, DICE worked on a Battlefield title that was positioned as a throwback to the glory days of 3 and 4. That game would be called Battlefield 2042 (after the future year in which it was set), and it would launch in 2021.

The launch of Battlefield 2042 is where Glacier’s development story begins. Simply put, the game was not fun enough, and Battlefield 2042 launched as a dud.

Don’t repeat past mistakes

Players were disappointed—but so were those who worked on 2042. Sources tell me that prior to launch, Battlefield 2042 “massively missed” its alpha target—a milestone by which most or all of the foundational features of the game are meant to be in place. Because of this, the game’s final release would need to be delayed in order to deliver on the developers’ intent (and on players’ expectations).

“Realistically, they have to delay the game by at least six months to complete it. Now, they eventually only delayed it by, I think, four or five weeks, which from a development point of view means very little,” said one person who worked closely with the project at the time.

Developers at DICE had hoped for more time. Morale fell, but the team marched ahead to the game’s lukewarm launch.

Ultimately, EA made back some ground with what the company calls “live operations”—additional content and updates in the months following launch—but the game never fulfilled its ambitions.

Plans were already underway for the next Battlefield game, so a postmortem was performed on 2042. It concluded that the problems had been in execution, not vision. New processes were put into place so that issues could be identified earlier and milestones like the alpha wouldn’t be missed.

To help achieve this, EA hired three industry luminaries to lead Glacier, all of them based in the United States.

The franchise leadership dream team

2021 saw EA bring on Byron Beede as general manager for Battlefield; he had previously been general manager for both Call of Duty (including the Warzone Battle Royale) and the influential shooter Destiny. EA also hired Marcus Lehto—co-creator of Halo—as creative chief of a newly formed Seattle studio called Ridgeline Games, which would lead the development of Glacier’s single-player campaign.

Finally, there was Vince Zampella, one of the leaders of the team that initially created Call of Duty in 2003. He joined EA in 2010 to work on other franchises, but in 2021, EA announced that Zampella would oversee Battlefield moving forward.

In the wake of these changes, some prominent members of DICE departed, including General Manager Oskar Gabrielson and Creative Director Lars Gustavsson, who had been known by the nickname “Mr. Battlefield.” With this changing of the guard, EA was ready to place a bigger bet than ever on the next Battlefield title.

100 million players

While 2042 struggled, competitors Call of Duty and Fortnite were posting astonishing player and revenue numbers, thanks in large part to the popularity of their Battle Royale modes.

EA’s executive leadership believed Battlefield had the potential to stand toe to toe with them, if the right calls were made and enough was invested.

A lofty player target was set for Glacier: 100 million players over a set period of time that included post-launch.

Fortnite characters looking across the many islands and vast realm of the game.

Fortnite‘s huge success has publishers like EA chasing the same dollars. Credit: Epic Games

“Obviously, Battlefield has never achieved those numbers before,” one EA employee told me. “It’s important to understand that over about that same period, 2042 has only gotten 22 million,” another said. Even 2016’s Battlefield 1—the most successful game in the franchise by numbers—had achieved “maybe 30 million plus.”

Of course, most previous Battlefield titles had been premium releases, with an up-front purchase cost and no free-to-play mode, whereas successful competitors like Fortnite and Call of Duty made their Battle Royale modes freely available, monetizing users with in-game purchases and season passes that unlocked post-launch content.

It was thought that if Glacier did the same, it could achieve comparable numbers, so a free-to-play Battle Royale mode was made a core offering for the title, alongside a six-hour single-player campaign, traditional Battlefield multiplayer modes like Conquest and  Rush, a new F2P mode called Gauntlet, and a community content mode called Portal.

The most expensive Battlefield ever

All this meant that Glacier would have a broader scope than its predecessors. Developers say it has the largest budget of any Battlefield title to date.

The project targeted a budget of more than $400 million back in early 2023, which was already more than was originally planned at the start.

However, major setbacks significantly disrupted production in 2023 (more on that in a moment) and hundreds of additional developers were brought onto Glacier from various EA-owned studios to get things back on track, significantly increasing the cost. Multiple team members with knowledge of the project’s finances told me that the current projections are now well north of that $400 million amount.

Skepticism in the ranks

Despite the big ambitions of the new leadership team and EA executives, “very few people” working in the studios believed the 100 million target was achievable, two sources told me. Many of those who had worked on Battlefield for a long time at DICE in Stockholm were particularly skeptical.

“Among the things that we are predicting is that we won’t have to cannibalize anyone else’s sales,” one developer said. “That there’s just such an appetite out there for shooters of this kind that we will just naturally be able to get the audience that we need.”

Regarding the lofty player and revenue targets, one source said that “nothing in the market research or our quality deliverables indicates that we would be anywhere near that.”

“I think people are surprised that they actually worked on a next Battlefield game and then increased the ambitions to what they are right now,” said another.

In 2023, a significant disruption to the project put one game mode in jeopardy, foreshadowing a more troubled development than anyone initially imagined.

Ridgeline implodes

Battlefield games have a reputation for middling single-player campaigns, and Battlefield 2042 didn’t include one at all. But part of this big bet on Glacier was the idea of offering the complete package, so Ridgeline Games scaled up while working on a campaign EA hoped would keep Battlefield competitive with Call of Duty, which usually has included a single-player campaign in its releases.

The studio worked on the campaign for about two years while it was also scaling and hiring talent to catch up to established studios within the Battlefield family.

It didn’t work out. In February of 2024, Ridgeline was shuttered, Halo luminary Marcus Lehto left the company, and the rest of the studios were left to pick up the pieces. When a certain review came up not long before the studio was shuttered, Glacier’s top leadership were dissatisfied with the progress they were seeing, and the call was made.

Sources in EA teams outside Ridgeline told me that there weren’t proper check-ins and internal reviews on the progress, obscuring the true state of the project until the fateful review.

On the other hand, those closer to Ridgeline described a situation in which the team couldn’t possibly complete its objectives, as it was expected to hire and scale up from zero while also meeting the same milestones as established studios with resources already in place. “They kept reallocating funds—essentially staff months—out of our budget,” one person told me. “And, you know, we’re sitting there trying to adapt to doing more with less.”

A Battlefield logo with a list of studios beneath it

A marketing image from EA showing now-defunct Ridgeline Games on the list of groups involved. Credit: EA

After the shuttering of Ridgeline, ownership of single-player shifted to three other EA studios: Criterion, DICE, and Motive. But those teams had a difficult road ahead, as “there was essentially nothing left that Ridgeline had spent two years working on that they could pick up on and build, so they had to redo essentially everything from scratch within the same constraints of when the game had to release.”

Single-player was two years behind. As of late spring, it was the only game mode that had failed to reach alpha, well over a year after the initial overall alpha target for the project.

Multiple sources said its implosion was symptomatic of some broader cultural and process problems that affected the rest of the project, too.

Culture shock

Speaking with people who have worked or currently work at DICE in Sweden, the tension between some at that studio and the new, US-based leadership team was obvious—and to a degree, that’s expected.

DICE had “the pride of having started Battlefield and owned that IP,” but now the studio was just “supporting it for American leadership,” said one person who worked there. Further, “there’s a lot of distrust and disbelief… when it comes to just operating toward numbers that very few people believe in apart from the leadership.”

But the tensions appear to go deeper than that. Two other major factors were at play: scaling pains as the scope of the project expanded and differences in cultural values between US leadership and the workers in Europe.

“DICE being originally a Swedish studio, they are a bit more humble. They want to build the best game, and they want to achieve the greatest in terms of the game experience,” one developer told me. “Of course, when you’re operated by EA, you have to set financial expectations in order to be as profitable as possible.”

That tension wasn’t new. But before 2042 failed to meet expectations, DICE Stockholm employees say they were given more leeway to set the vision for the game, as well as greater influence on timeline and targets.

Some EU-based team members were vocally dismayed at how top-down directives from far-flung offices, along with the US company’s emphasis on quarterly profits, have affected Glacier’s development far more than with previous Battlefield titles.

This came up less in talking to US-based staff, but everyone I spoke with on both continents agreed on one thing: Growing pains accompanied the transition from a production environment where one studio leads and others offer support to a new setup with four primary studios—plus outside support from all over EA—and all of it helmed by LA-based leadership.

EA is not alone in adopting this approach; it’s also used by competitor Activision-Blizzard on the Call of Duty franchise (though it’s worth noting that a big hit like Epic Games’ Fortnite has a very different structure).

Whereas publishers like EA and Activision-Blizzard used to house several studios, each of which worked on its own AAA game, they now increasingly make bigger bets on singular games-as-a-service offerings, with several of their studios working in tandem on a single project.

“Development of games has changed so much in the last 10 to 15 years,” said one developer. The new arrangement excites investors and shareholders, who can imagine returns from the next big unicorn release, but it can be a less creatively fulfilling way to work, as directives come from the top down, and much time is spent on dealing with inter-studio process. Further, it amplifies the effects of failures, with a higher human cost to people working on projects that don’t meet expectations.

It has also made the problems that affected Battlefield 2042‘s development more difficult to avoid.

Clearing the gates

EA studios use a system of “gates” to set the pace of development. Projects have to meet certain criteria to pass each gate.

For gate one, teams must have a clear sense of what they want to make and some proof of concept showing that this vision is achievable.

As they approach gate two, they’re building out and testing key technology, asking themselves if it can work at scale.

Gate three signifies full production. Glacier was expected to pass gate three in early 2023, but it was significantly delayed. When it did pass, some on the ground questioned whether it should have.

“I did not see robust budget, staff plan, feature list, risk planning, et cetera, as we left gate three,” said one person. In the way EA usually works, these things would all be expected at this stage.

As the project approached gate three and then alpha, several people within the organization tried to communicate that the game wasn’t on footing as firm as the top-level planning suggested. One person attributed this to the lack of a single source of truth within the organization. While developers tracked issues and progress in one tool, others (including project leadership) leaned on other sources of information that weren’t as tied to on-the-ground reality when making decisions.

A former employee with direct knowledge of production plans told me that as gate three approached, prototypes of some important game features were not ready, but since there wasn’t time to complete proofs of concept, the decision was handed down to move ahead to production even though the normal prerequisites were not met.

“If you don’t have those things fleshed out when you’re leaving pre-pro[duction], you’re just going to be playing catch-up the entire time you’re in production,” this source said.

In some cases, employees who flagged the problems believed they were being punished. Two EA employees each told me they found themselves cut out of meetings once they raised concerns like this.

Gate three was ultimately declared clear, and as of late May 2025, alpha was achieved for everything except the single-player campaign. But I’m told that this occurred with some tasks still un-estimated and many discrepancies remaining, leaving the door open to problems and compromises down the road.

The consequences for players

Because of these issues, the majority of the people I spoke with said they expect planned features or content to be cut before the game actually launches—which is normal, to a degree. But these common game development problems can contribute to other aspects of modern AAA gaming that many consumers find frustrating.

First off, making major decisions so late in the process can lead to huge day-one patches. Players of all types of AAA games often take to Reddit and social media to malign day-one patches as a frustrating annoyance for modern titles.

Battlefield 2042 had a sizable day-one patch. When multiplayer RPG Anthem (another big investment by EA) launched to negative reviews, that was partly because critics and others with pre-launch access were playing a build that was weeks old; a day-one patch significantly improved some aspects of the game, but that came after the negative press began to pour out.

A player character confronts a monster in Anthem

Anthem, another EA project with a difficult development, launched with a substantial day-one patch. Credit: EA

Glacier’s late arrival to Alpha and the teams’ problems with estimating the status of features could lead to a similarly significant day-one patch. That’s in part because EA has to deliver the work to external partners far in advance of the actual launch date.

“They have these external deadlines to do with the submissions into what EA calls ‘first-party’—that’s your PlayStation and Xbox submissions,” one person explained. “They have to at least have builds ready that they can submit.”

What ends up on the disc or what pre-loads from online marketplaces must be finalized long before the game’s actual release date. When a project is far behind or prone to surprises in the final stretch, those last few weeks are where a lot of vital work happens, so big launch patches become a necessity.

These struggles over content often lead to another pet peeve of players: planned launch content being held until later. “There’s a bit of project management within the Battlefield project that they can modify,” a former senior EA employee who worked on the project explained. “They might push it into Season 1 or Season 2.”

That way, players ultimately get the intended feature or content, but in some cases, they may end up paying more for it, as it ends up being part of a post-launch package like a battle pass.

These challenges are a natural extension of the fiscal-quarter-oriented planning that large publishers like EA adhere to. “The final timelines don’t change. The final numbers don’t change,” said one source. “So there is an enormous amount of pressure.”

A campaign conundrum

Single-player is also a problem. “Single-player in itself is massively late—it’s the latest part of the game,” I was told. “Without an enormous patch on day one or early access to the game, it’s unrealistic that they’re going to be able to release it to what they needed it to do.”

If the single-player mode is a linear, narrative campaign as originally planned, it may not be possible to delay missions or other content from the campaign to post-launch seasons.

“Single-player is secondary to multiplayer, so they will shift the priority to make sure that single-player meets some minimal expectations, however you want to measure that. But the multiplayer is the main focus,” an EA employee said.

“They might have to cut a part of the single-player out in order for the game to release with a single-player [campaign] on it,” they continued. “Or they would have to severely work through the summer and into the later part of this year and try to fix that.”

That—and the potential for a disappointing product—is a cost for players, but there are costs for the developers who work on the game, too.

Because timelines must be kept, and not everything can be cut or moved post-launch, it falls on employees to make up the gap. As we’ve seen in countless similar reports about AAA video game development before, that sometimes means longer hours and heavier stress.

AAA’s burnout problem

More than two decades ago, the spouse of an EA employee famously wrote an open letter to bring attention to the long hours and high stress developers there were facing.

Since then, some things have improved. People at all levels within EA are more conscious of the problems that were highlighted, and there have been efforts to mitigate some of them, like more comp time and mental health resources. However, many of those old problems linger in some form.

I heard several first-hand accounts of people working on Glacier who had to take stress or mental or exhaustion health leave, ranging from a couple of weeks to several months.

“There’s like—I would hesitate to count—but a large number compared to other projects I’ve been on who have taken mental exhaustion leave here. Some as short as two weeks to a month, some as long as eight months and nine,” one staffer told me after saying they had taken some time themselves.

This was partly because of long hours that were required when working directly with studios in both the US and Europe—a symptom of the new, multi-studio structure.

“My day could start as early as 5: 00 [am],” one person said. The first half of the day involved meetings with a studio in one part of the world while the second included meetings with a studio in another region. “Then my evenings would be spent doing my work because I’d be tied up juggling things all across the board and across time zones.”

This sort of workload was not limited to a brief, planned period of focused work, the employees said. Long hours were particularly an issue for those working in or closely with Ridgeline, the studio initially tasked with making the game’s single-player campaign.

From the beginning, members of the Ridgeline team felt they were expected to deliver work at a similar level to that of established studios like DICE or Ripple Effect before they were even fully staffed.

“They’ve done it before,” one person who was involved with Ridgeline said of DICE. “They’re a well-oiled machine.” But Ridgeline was “starting from zero” and was “expected to produce the same stuff.”

Within just six months of the starting line, some developers at Ridgeline said they were already feeling burnt out.

In the wake of the EA Spouses event, EA developed resources for employees. But in at least some cases, they weren’t much help.

“I sought some, I guess, mental help inside of EA. From HR or within that organization of some sort, just to be able to express it—the difficulties that I experienced personally or from coworkers on the development team that had experienced this, you know, that had lived through that,” said another employee. “And the nature of that is there’s nobody to listen. They pretend to listen, but nobody ultimately listens. Very few changes are made on the back of it.”

This person went on to say that “many people” had sought similar help and felt the same way, as far back as the post-launch period for 2042 and as recently as a few months ago.

Finding solutions

There have been a lot of stories like this about the games industry over the years, and it can feel relentlessly grim to keep reading them—especially when they’re coming alongside frequent news of layoffs, including at EA. Problems are exposed, but solutions don’t get as much attention.

In that spirit, let’s wrap up by listening to what some in the industry have said about what doing things better could look like—with the admitted caveat that these proposals are still not always common practice in AAA development.

“Build more slowly”

When Swen Vincke—studio head for Larian Studios and game director for the runaway success Baldur’s Gate 3—accepted an award at the Game Developers Conference, he took his moment on stage to express frustration at publishers like EA.

“I’ve been fighting publishers my entire life, and I keep on seeing the same, same, same mistakes over and over and over,” he said. “It’s always the quarterly profits. The only thing that matters are the numbers.”

After the awards show, he took to X to clarify his statements, saying, “This message was for those who try to double their revenue year after year. You don’t have to do that. Build more slowly and make your aim improving the state of the art, not squeezing out the last drop.”

A man stands on stage giving a speech

Swen Vincke giving a speech at the 2024 Game Developers Choice Awards. Credit: Game Developers Conference

In planning projects like Glacier, publicly traded companies often pursue huge wins—and there’s even more pressure to do so if a competing company has already achieved big success with similar titles.

But going bigger isn’t always the answer, and many in the industry believe the “one big game” strategy is increasingly nonviable.

In this attention economy?

There may not be enough player time or attention to go around, given the numerous games-as-a-service titles that are as large in scope as Call of Duty games or Fortnite. Despite the recent success of new entrant Marvel Rivals, there have been more big AAA live service shooter flops than wins in recent years.

Just last week, a data-based report by prominent games marketing newsletter GameDiscoverCo came to a prescient realization. “Genres like Arena Shooter, Battle Royale, and Hero Shooter look amazing from a revenue perspective. But there’s only 29 games in all of Steam’s history that have grossed >$1m in those subgenres,” wrote GameDiscoverCo’s Simon Carless.

It gets worse. “Only Naraka Bladepoint, Overwatch 2 & Marvel Rivals have grossed >$25m and launched since 2020 in those subgenres,” Carless added. (It’s important to clarify that he is just talking Steam numbers here, though.) That’s a stark counterpoint to reports that Call of Duty has earned more than $30 billion in lifetime revenue.

Employees of game publishers and studios are deeply concerned about this. In a 2025 survey of professional game developers, “one of the biggest issues mentioned was market oversaturation, with many developers noting how tough it is to break through and build a sustainable player base.”

Despite those headwinds, publishers like EA are making big bets in well-established spaces rather than placing a variety of smaller bets in newer areas ripe for development. Some of the biggest recent multiplayer hits on Steam have come from smaller studios that used creative ideas, fresh genres, strong execution, and the luck (or foresight) of reaching the market at exactly the right time.

That might suggest that throwing huge teams and large budgets up against well-fortified competitors is an especially risky strategy—hence some of the anxiety from the EA developers I spoke with.

Working smarter, not harder

That anxiety has led to steadily growing unionization efforts across the industry. From QA workers at Bethesda to more wide-ranging unions at Blizzard and CD Projekt Red, there’s been more movement on this front in the past two or three years than there had been in decades beforehand.

Unionization isn’t a cure-all, and it comes with its own set of new challenges—but it does have the potential to shift some of the conversations toward more sustainable practices, so that’s another potential part of the solution.

Insomniac Games CEO Ted Price spoke authoritatively on sustainability and better work practices for the industry way back at 2021’s Develop:Brighton conference:

I think the default is to brute force the problem—in other words, to throw money or people at it, but that can actually cause more chaos and affect well-being, which goes against that balance. The harder and, in my opinion, more effective solution is to be more creative within constraints… In the stress of hectic production, we often feel we can’t take our foot off the gas pedal—but that’s often what it takes.

That means publishers and studios should plan for problems and work from accurate data about where the team is at, but it also means having a willingness to give their people more time, provided the capital is available to do so.

Giving people what they need to do their jobs sounds like a simple solution to a complex problem, but it was at the heart of every conversation I had about Glacier.

Most EA developers—including leaders who are beholden to lofty targets—want to make a great game. “At the end of the day, they’re all really good people and they work really hard and they really want to deliver a good product for their customer,” one former EA developer assured me as we ended our call.

As for making the necessary shifts toward sustainability in the industry, “It’s kind of in the best interest of making the best possible game for gamers,” explained another. “I hope to God that they still achieve what they need to achieve within the timelines that they have, for the sake of Battlefield as a game to actually meet the expectations of the gamers and for people to maintain their jobs.”

Photo of Samuel Axon

Samuel Axon is the editorial lead for tech and gaming coverage at Ars Technica. He covers AI, software development, gaming, entertainment, and mixed reality. He has been writing about gaming and technology for nearly two decades at Engadget, PC World, Mashable, Vice, Polygon, Wired, and others. He previously ran a marketing and PR agency in the gaming industry, led editorial for the TV network CBS, and worked on social media marketing strategy for Samsung Mobile at the creative agency SPCSHP. He also is an independent software and game developer for iOS, Windows, and other platforms, and he is a graduate of DePaul University, where he studied interactive media and software development.

What’s wrong with AAA games? The development of the next Battlefield has answers. Read More »

carmack-defends-ai-tools-after-quake-fan-calls-microsoft-ai-demo-“disgusting”

Carmack defends AI tools after Quake fan calls Microsoft AI demo “disgusting”

The current generative Quake II demo represents a slight advancement from Microsoft’s previous generative AI gaming model (confusingly titled “WHAM” with only one “M”) we covered in February. That earlier model, while showing progress in generating interactive gameplay footage, operated at 300×180 resolution at 10 frames per second—far below practical modern gaming standards. The new WHAMM demonstration doubles the resolution to 640×360. However, both remain well below what gamers expect from a functional video game in almost every conceivable way. It truly is an AI tech demo.

A Microsoft diagram of the WHAMM system.

A Microsoft diagram of the WHAM system. Credit: Microsoft

For example, the technology faces substantial challenges beyond just performance metrics. Microsoft acknowledges several limitations, including poor enemy interactions, a short context length of just 0.9 seconds (meaning the system forgets objects outside its view), and unreliable numerical tracking for game elements like health values.

Which brings us to another point: A significant gap persists between the technology’s marketing portrayal and its practical applications. While industry veterans like Carmack and Sweeney view AI as another tool in the development arsenal, demonstrations like the Quake II instance may create inflated expectations about AI’s current capabilities for complete game generation.

The most realistic near-term application of generative AI technology remains as coding assistants and perhaps rapid prototyping tools for developers, rather than a drop-in replacement for traditional game development pipelines. The technology’s current limitations suggest that human developers will remain essential for creating compelling, polished game experiences for now. But given the general pace of progress, that might be small comfort for those who worry about losing jobs to AI in the near-term.

Ultimately, Sweeney says not to worry: “There’s always a fear that automation will lead companies to make the same old products while employing fewer people to do it,” Sweeney wrote in a follow-up post on X. “But competition will ultimately lead to companies producing the best work they’re capable of given the new tools, and that tends to mean more jobs.”

And Carmack closed with this: “Will there be more or less game developer jobs? That is an open question. It could go the way of farming, where labor-saving technology allow a tiny fraction of the previous workforce to satisfy everyone, or it could be like social media, where creative entrepreneurship has flourished at many different scales. Regardless, “don’t use power tools because they take people’s jobs” is not a winning strategy.”

Carmack defends AI tools after Quake fan calls Microsoft AI demo “disgusting” Read More »

the-timeless-genius-of-a-1980s-atari-developer-and-his-swimming-salmon-masterpiece

The timeless genius of a 1980s Atari developer and his swimming salmon masterpiece

Williams’ success with APX led him to create several games for Synapse Software, including the beloved Alley Cat and the incomprehensible fantasy masterpiece Necromancer, before moving to the Amiga, where he created the experimental Mind Walker and his ambitious “cultural simulation” Knights of the Crystallion.

Necromancer, Williams’ later creation for the Atari 800, plays like a fever dream—you control a druid fighting off spiders while growing magic trees and battling an undead wizard. It makes absolutely no sense by conventional standards, but it’s brilliant in its otherworldliness.

“The first games that I did were very hard to explain to people and they just kind of bought it on faith,” Williams said in a 1989 interview with YAAM (Yet Another Amiga Magazine), suggesting this unconventional approach started early. That willingness to create deeply personal, almost surreal experiences defined Williams’ work throughout his career.

An Atari 800 (the big brother of the Atari 400) that Benj Edwards set up to play M.U.L.E. at his mom's house in 2015, for nostalgia purposes.

An Atari 800 that Benj Edwards set up to play M.U.L.E. at his mom’s house in 2015, for nostalgia purposes. Credit: Benj Edwards

After a brief stint making licensed games (like Bart’s Nightmare) for the Super Nintendo at Sculptured Software, he left the industry entirely to pursue his calling as a pastor, attending seminary in Chicago with his wife Martha, before declining health forced him to move to Rockport, Texas. Perhaps reflecting on the choices that led him down this path, Williams had noted years earlier in that 1989 interview, “Sometimes in this industry we tend to forget that life is a lot more interesting than computers.”

Bill Williams died on May 28, 1998, one day before his 38th birthday. He died young, but he outlived his doctors’ prediction that he wouldn’t reach age 13, and created cultural works that stand the test of time. Like Sam the Salmon, Williams pushed forward relentlessly—in his case, creating powerful digital art that was uniquely his own.

In our current era of photorealistic graphics and cinematic game experiences, Salmon Run‘s blocky pixels might seem quaint. But its core themes—persistence, natural beauty, and finding purpose against long odds—remain as relevant as ever. We all face bears in life—whether they come from natural adversity or from those who might seek to do us harm. The beauty of Williams’ game is in showing us that, despite their menacing presence, there’s still a reward waiting upstream for those willing to keep swimming.

If you want to try Salmon Run, you can potentially play it in your browser through an emulated Atari 800, hosted on The Internet Archive. Press F1 to start the game.

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Way more game makers are working on PC titles than ever, survey says

Four out of five game developers are currently working on a project for the PC, a sizable increase from 66 percent of developers a year ago. That’s according to Informa’s latest State of the Game Industry survey, which partnered with Omdia to ask over 3,000 game industry professionals about their work in advance of March’s Game Developers Conference.

The 80 percent of developers working on PC projects in this year’s survey is by far the highest mark for any platform dating back to at least 2018, when 60 percent of surveyed developers were working on a PC game. In the years since, the ratio of game developers working on the PC has hovered between 56 and 66 percent before this year’s unexpected jump. The number of game developers saying they were interested in the PC as a platform also increased substantially, from 62 percent last year to 74 percent this year.

While the PC has long been the most popular platform in this survey, the sudden jump in the last year was rather large.

Credit: Kyle Orland / Informa

While the PC has long been the most popular platform in this survey, the sudden jump in the last year was rather large. Credit: Kyle Orland / Informa

The PC has long been the most popular platform for developers to work on in the annual State of the Game Industry survey, easily outpacing consoles and mobile platforms that generally see active work from anywhere between 12 to 36 percent of developer respondents, depending on the year. In its report, Informa notes this surge as a “passion for PC development explod[ing]” among developers, and mentions that while “PC has consistently been the platform of choice… this year saw its dominance increase even more.”

The increasing popularity of PC gaming among developers is also reflected in the number of individual game releases on Steam, which topped out at a record of 18,974 individual titles for 2024, according to SteamDB. That record number was up over 32 percent from 2023, which was up from just under 16 percent from 2022 (though many Steam games each year were “Limited Games” that failed to meet Valve’s minimum engagement metrics for Badges and Trading Cards).

The number of annual Steam releases also points to increasing interest in the platform.

The number of annual Steam releases also points to increasing interest in the platform. Credit: SteamDB

The Steam Deck effect?

While it’s hard to pinpoint a single reason for the sudden surge in the popularity of PC game development, Informa speculates that it’s “connected to the rising popularity of Valve’s Steam Deck.” While Valve has only officially acknowledged “multiple millions” in sales for the portable hardware, GameDiscoverCo analyst Simon Carless estimated that between 3 million and 4 million Steam Deck units had been sold by October 2023, up significantly from reports of 1 million Deck shipments in October 2022.

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How Valve made Half-Life 2 and set a new standard for future games


From physics to greyboxing, Half-Life 2 broke a lot of new ground.

This article is part of our 20th anniversary of Half-Life 2 series. Credit: Aurich Lawson

It’s Half-Life 2 week at Ars Technica! This Saturday, November 16, is the 20th anniversary of the release of Half-Life 2—a game of historical importance for the artistic medium and technology of computer games. Each day up through the 16th, we’ll be running a new article looking back at the game and its impact.

There has been some debate about which product was the first modern “triple-A” video game, but ask most people and one answer is sure to at least be a contender: Valve’s Half-Life 2.

For Western PC games, Half-Life 2 set a standard that held strong in developers’ ambitions and in players’ expectations for well over a decade. Despite that, there’s only so much new ground it truly broke in terms of how games are made and designed—it’s just that most games didn’t have the same commitment to scope, scale, and polish all at the same time.

To kick off a week of articles looking back at the influential classic, we’re going to go over the way it was made, and just as importantly, the thought that went into its design—both of which were highly influential.

A story of cabals and Electronics Boutique

Development, design, and production practices in the games industry have always varied widely by studio. But because of the success of Half-Life 2, some of the approaches that Valve took were copied elsewhere in the industry after they were shared in blog posts and conference talks at events like the Game Developer’s Conference (GDC).

The cabals of Valve

Valve is famous for influencing many things in gaming, but it was most influential in its relatively flat and democratic team structure, and that played out even during Half-Life 2’s development in the early 2000s. While many studios are broken up into clear departments big and small for different disciplines (such as art, level design, combat design, narrative design, AI programming, and so on), many parts of Valve’s Half-Life 2 team consisted of a half-dozen multi-disciplinary small groups the company internally called “cabals.”

Each major chapter in Half-Life 2 had its own unique four-to-five-person cabal made up of level designers and programmers. These groups built their levels largely independently while frequently showing their work to other cabals for feedback and cross-pollination of good ideas. They all worked within constraints set in a pre-production phase that laid out elements like the main story beats, some of the weapons, and so on.

A resistance soldier shoots at a Strider in the streets of City 17

Each major chapter, like this battle-in-the-streets one toward the end of the game, was designed by a largely independent cabal. Credit: Valve

Additionally, similarly sized design cabals worked on aspects of the game’s design that crossed multiple levels—often made with representatives from the chapter cabals—for things like weapons.

There was even a “Cabal Cabal” made up of representatives from each of the six chapter teams to critique the work coming from all the teams.

Ruthless playtesting

Many game designers—especially back in the ’80s or ’90s—worked largely in isolation, determining privately what they thought would be fun and then shipping a finished product to an audience to find out if it really was.

By contrast, Valve put a great deal of emphasis on playtesting. To be clear: Valve did not invent playtesting. But it did make that a key part of the design process in a way that is even quite common today.

The Half-Life 2 team would send representatives to public places where potential fans might hang out, like Electronics Boutique stores, and would approach them and say something along the lines of, “Would you like to play Half-Life 2?” (Most said yes!)

A group of game developers sits on couches and takes notes while a PC gamer plays Half-Life 2

A photo from an actual early 2000s playtest of an in-development Half-Life 2, courtesy of a presentation slide from a Valve GDC talk. Credit: Valve

The volunteer playtesters were brought to a room set up like a real player’s living room and told to sit at the computer desk and simply play the game. Behind them, the level’s cabal would sit and watch a feed of the gameplay on a TV. The designers weren’t allowed to talk to the testers; they simply took notes.

Through this process, they learned which designs and ideas worked and which ones simply confused the players. They then made iterative changes, playtested the level again, and repeated that process until they were happy with the outcome.

Today’s developers sometimes take a more sophisticated approach to sourcing players for their playtests, making sure they’re putting their games in front of a wider range of people to make the games more accessible beyond a dedicated enthusiast core. But nonetheless, playtesting across the industry today is at the level it is because of Valve’s refinement of the process.

The alpha wave

For a game as ambitious as Half-Life 2 was, it’s surprising just how polished it was when it hit the market. That iterative mindset was a big part of it, but it extended beyond those consumer playtests.

Valve made sure to allocate a significant amount of time for iteration and refinement on an alpha build, which in this case meant a version of the game that could be played from beginning to end. When speaking to other developers about the process, representatives of Valve said that if you’re working on a game for just a year, you should try to get to the alpha point by the end of eight months so you have four for refinement.

Apparently, this made a big impact on Half-Life 2’s overall quality. It also helped address natural downsides of the cabal structure, like the fact that chapters developed by largely independent teams offered an inconsistent experience in terms of the difficulty curve.

With processes like this, Valve modeled several things that would be standard in triple-A game development for years to come—though not all of them were done by Valve first.

For example, the approach to in-game cutscenes reverberates today. Different cabals focused on designing the levels versus planning out cutscenes in which characters would walk around the room and interact with one another, all while the player could freely explore the environment.

A screenshot of Combine soldiers fighting antlions in Nova Prospekt

Nova Prospekt was one of the first levels completed during Half-Life 2‘s development. Credit: Valve

The team that focused on story performances worked with level designers to block out the walking paths for characters, and the level designers had to use that as a constraint, building the levels around them. That meant that changes to level layouts couldn’t create situations where new character animations would have to be made. That approach is still used by many studios today.

As is what is now called greyboxing, the practice of designing levels without high-effort artwork so that artists can come in and pretty the levels up after the layout is settled, rather than having to constantly go back and forth with designers as those designers “find the fun.” Valve didn’t invent this, but it was a big part of the process, and its in-development levels were filled with the color orange, not just gray.

Finding the DNA of Half-Life 2 in 20 years of games

When Half-Life 2 hit the market via the newly launched Steam digital distribution platform (more on that later this week), it was widely praised. Critics and players at the time loved it, calling it a must-have title and one that defined the PC gaming experience. Several of the things that came out of its development process that players remember most from Half-Life 2 became staples over the past 20 years.

For instance, the game set a new standard for character animations in fully interactive cutscenes, especially with facial animations. Today, far more advanced motion capture is a common practice in triple-A games—to the point that games that don’t do it (like Bethesda Game Studios titles) are widely criticized by players simply for not taking that route, even if motion capture doesn’t necessarily make practical sense for those games’ scope and design.

And Half-Life 2’s Gravity Gun, which dramatically built on past games’ physics mechanics, is in many ways a  concept that developers are still playing with and expanding on today. Ultrahand, the flagship player ability in 2023’s The Legend of Zelda: Tears of the Kingdom, could be seen as a substantial evolution from the Gravity Gun. In addition to offering players the ability to pick and place objects in the world, it gives them the power to attach them to one another to build creative contraptions.

There’s also Half-Life 2’s approach to using environmental lines and art cues to guide the player’s attention through realistic-looking environments. The game was lauded for that at the time, and it was an approach used by many popular games in the years to come. Today, many studios have moved on to much more explicit player cues like the yellow climbing holds in so many recent triple-A titles. As you’ll see in an upcoming article this week written by someone who played Half-Life 2 for the very first time in 2024, Half-Life 2’s approach may have set the stage, but modern players might expect something a little different.

A trainyard in City 17

Environments like this were carefully designed to guide the player’s eye in subtle ways. Today, many triple-A games take a less subtle approach because playtesting with broader audiences shows it’s sometimes necessary. Credit: Valve

One thing about the environment design that Half-Life 2 was praised for hasn’t been replaced these days, though: a commitment to subtle environmental storytelling. World-building and vibes are perhaps Half-Life 2’s greatest achievements. From BioShock to Dishonored to Cyberpunk 2077, this might be the realm where Half-Life 2’s influence is still felt the most today.

A legacy remembered

Looking back 20 years later, Half-Life 2 isn’t necessarily remembered for radical new gameplay concepts. Instead, it’s known for outstanding execution—and developers everywhere are still applying lessons learned by that development team to try to chase its high standard of quality.

Even at the time, critics noted that it wasn’t exactly that there was anything in Half-Life 2 that players had never seen before. Rather, it was the combined force of quality, scope, presentation, and refinement that made an impact.

Of course, Valve and Half-Life 2 are also known for multiple memorable cultural moments, some of the industry’s most infamous controversies, and playing a big part in introducing digital distribution. We’ll explore some of those things as we count down to the “Red Letter Day” this Saturday.

Photo of Samuel Axon

Samuel Axon is a senior editor at Ars Technica. He covers Apple, software development, gaming, AI, entertainment, and mixed reality. He has been writing about gaming and technology for nearly two decades at Engadget, PC World, Mashable, Vice, Polygon, Wired, and others. He previously ran a marketing and PR agency in the gaming industry, led editorial for the TV network CBS, and worked on social media marketing strategy for Samsung Mobile at the creative agency SPCSHP. He also is an independent software and game developer for iOS, Windows, and other platforms, and he is a graduate of DePaul University, where he studied interactive media and software development.

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Game developer survey: 50% work at a studio already using generative AI tools

Do androids dream of Tetris? —

But 84% of devs are at least somewhat concerned about ethical use of those tools.

The future of game development?

Enlarge / The future of game development?

A new survey of thousands of game development professionals finds a near-majority saying generative AI tools are already in use at their workplace. But a significant minority of developers say their company has no interest in generative AI tools or has outright banned their use.

The Game Developers Conference’s 2024 State of the Industry report, released Thursday, aggregates the thoughts of over 3,000 industry professionals as of last October. While the annual survey (conducted in conjunction with research partner Omdia) has been running for 12 years, this is the first time respondents were asked directly about their use of generative AI tools such as ChatGPT, DALL-E, GitHub Copilot, and Adobe Generative Fill.

Forty-nine percent of the survey’s developer respondents said that generative AI tools are currently being used in their workplace. That near-majority includes 31 percent (of all respondents) that say they use those tools themselves and 18 percent that say their colleagues do.

A majority of game developers said their workplace was at least interested in using generative AI tools.

Enlarge / A majority of game developers said their workplace was at least interested in using generative AI tools.

The survey also found that different studio departments showed different levels of willingness to embrace AI tools. Forty-four percent of employees in business and finance said they were using AI tools, for instance, compared to just 16 percent in visual arts and 13 percent in “narrative/writing.”

Among the 38 percent of respondents who said their company didn’t use AI tools, 15 percent said their company was “interested” in pursuing them, while 23 percent said they had “no interest.” In a separate question, 12 percent of respondents said their company didn’t allow the use of AI tools at all, a number that went up to 21 percent for respondents working at the largest “AAA developers.” An additional 7 percent said the use of some specific AI tools was not allowed, while 30 percent said AI tool use was “optional” at their company.

Worries abound

The wide embrace of AI tools hasn’t seemed to lessen worries about their use among developers, though. A full 42 percent of respondents said they were “very concerned” about the ethics of using generative AI in game development, with an additional 42 percent being “somewhat concerned.” Only 12 percent said they were “not concerned at all” about those usage ethics.

Developer policies on AI use varied greatly, with a plurality saying their company had no official policy.

Enlarge / Developer policies on AI use varied greatly, with a plurality saying their company had no official policy.

Overall, respondents offered a split opinion on whether the use of AI tools would be overall positive (21 percent) or negative (18 percent) for the industry. Most respondents seemed split, with 57 percent saying the impact would be “mixed.”

Developers cited coding assistance, content creation efficiency, and the automation of repetitive tasks as the primary uses for AI tools, according to the report.

“I’d like to see AI tools that help with the current workflows and empower individual artists with their own work,” one anonymous respondent wrote. “What I don’t want to see is a conglomerate of artists being enveloped in an AI that just does 99% of the work a creative is supposed to do.”

Elsewhere in the report, the survey found that only 17 percent of developers were at least somewhat interested in using blockchain technology in their upcoming projects, down significantly from 27 percent in 2022. An overwhelming 77 percent of respondents said they had no interest in blockchain technology, similar to recent years.

The survey also found that 57 percent of respondents thought that workers in the game industry should unionize, up from 53 percent last year. Despite this, only 23 percent said they were either in a union or had discussed unionization at their workplace.

Game developer survey: 50% work at a studio already using generative AI tools Read More »