Shorter Games with Worse Graphics Really Would Be Better For Everyone, Actually

From 1997 to 2002, a five year span, we got five mainline Final Fantasy games. Those five games are all classics in their own right. Each one is daring and experimental, offering something quite different from each other. In the last 10 years, we have gotten four. Two of those are parts of the Final Fantasy 7 remake trilogy. Final Fantasy 15 itself was planned to have several expansions, which were cancelled in one of the most hilarious moments in gaming advertising. How often can you say a publisher held a livestream to announce that they were cancelling a game that was already out? The Final Fantasies of the PlayStation and PlayStation 2 were among the most expensive and high profile games at the time. Yet, their team sizes are dwarfed by the average Ubisoft game now. This feels wrong. As game budgets have ballooned, and as games take more and more of a place in broader pop culture, they have become less ambitious, less flexible, and more conservative. Perhaps, as the meme goes, worse graphics and shorter (or, at least, smaller) games really would be better for the medium as a whole.
It’s no secret that video games have reached an unsustainable scale. The massive failure of Concord, a game which cost hundreds of millions of dollars and was pulled from the market in two weeks, exemplifies this problem. It was a game so , fully honed for market appeal that it, in fact, appealed to no one. Dragon Age: The Veilguard was shifted from a live service game late in production, resulting in something that feels caught between worlds, unsatisfying in multiple senses. For Squaresoft in 1999, swerves and changes from entry to entry could be part of a solid business strategy. At the scale of most AAA games now, it is most often a serious failure.
It is easy to romanticize whatever time we were playing games as children. I’m sure that, even now, there are young adults thinking of how Roblox was better 10 years ago. I both want to caution against naked nostalgia and acknowledge that it comes from a real place. Before Bungie turned to pseudo MMO madness, it was releasing classic FPSes with a clockwork regularity. Now we wait five years or more between Halo entries, all of which are unwieldy and clumsy in their own way. The reasons for this mismanagement and decay are various, but one cannot deny that scale is a part of it.