Randy Smith Evergreen, a veteran game designer known for his work on the Thief franchise, has voiced skepticism regarding the industry's relentless pursuit of hyper-realistic graphics, particularly within the immersive sim genre. He contends that many developers, especially in the indie space, should focus on "high-quality content" and robust gameplay rather than escalating production budgets driven by visual advancements.
In a recent interview with PC Gamer, Smith Evergreen reflected on the original Thief game, which had a development cost of approximately $3 million. He suggested that a modern immersive sim, even one designed for 2026, could be developed within a similar budget of "about three to $10 million." This approach, he believes, is more practical given the uncertainty about the market's capacity to support the massive financial outlays associated with AAA-budgeted immersive sims. He advocates for smaller, more focused projects developed by swift and passionate teams, potentially leveraging off-the-shelf digital assets to manage costs.
Smith Evergreen questioned the necessity of pushing graphical boundaries beyond a certain point. He recalled Alan Wake's visual fidelity, stating, "I know 100 percent that I'm on a ferry. I see that I'm going to an island in the Pacific Northwest. Why do we need more graphics? Because they just cost a ton." For him, visuals are sufficient as long as they effectively establish the game's atmosphere and clearly communicate essential information to the player.
While acknowledging that players might appreciate "insane spectacle and gorgeous, Arkane Lyon–quality vistas," Smith Evergreen remains unconvinced of their necessity for the core immersive sim experience. He pointed to beloved indie titles like FTL as examples of "cheap, fast, scrappy games that just had amazing gameplay and great creativity," suggesting that this is a direction more studios, particularly indie ones, should explore. The focus, he emphasized, should be on high-quality content that doesn't require enormous production budgets.