Triple-A development budgets may not be the ideal path for the immersive sim genre, according to Randy Smith Evergreen, a designer on the original Thief: The Dark Project. Evergreen believes that the current trend of immersive sims aiming for expansive, blockbuster status is a misreading of the genre's audience.
Speaking to PC Gamer, Evergreen noted that many immersive sim developers feel compelled to compete with the massive scale and budgets of titles like Ghost of Tsushima and GTA 6. He suggests that this focus on becoming "triple-A" might not align with the actual market size for immersive sims. Instead, Evergreen advocates for a "triple-I" or "double-A" approach, which would involve smaller, more passionate teams working with budgets in the range of $3 million to $10 million. This would allow for faster development cycles and a more focused creative vision.
Evergreen pointed to the original Thief, which had a budget of approximately $3 million (about $6 million adjusted for inflation). He questioned whether a $250 million game in 2026 would achieve significantly different sales figures than a more modestly budgeted title made by an experienced, dedicated team. He feels the market should ideally shift towards this more sustainable model for immersive simulations.
The sentiment echoes historical parallels in the film industry, where mid-budget films catering to specific niches once coexisted with blockbusters. These films, while not always box office giants, contributed to a broader media landscape and could find success through other avenues, a model that is harder to replicate in today's gaming industry. The value of niche, mid-budget games lies in their ability to appeal to dedicated player bases without the existential financial pressure of needing to become a number one bestseller.