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Complexity Governance's avatar

Fascinating piece of analytics.

I think the central conclusion is directionally right: post-inflation budget growth is not simply a story of "the same games becoming more expensive".

A major part of the problem is that the industry keeps building broader, denser, harder-to-coordinate games.

That said, I would treat "scope" with some caution as an analytical category.

In AAA production, scope is not just content volume. It is not only the number of quests, hours, systems, platforms, cinematics, or supported languages. Those things matter, of course. But the deeper cost driver is dependency density: the number of systems, teams, assets, pipelines, approval layers, platform requirements, and content promises that must remain synchronized.

That is why the team decomposition section is, to me, the strongest part of the article.

Large games do not simply add more developers. They add more interfaces between developers. More handoffs. More reviews. More integration risk. More production management. More "coordination tax" you mention.

This is exactly the "kitchen sink game" problem you mention (and I can't agree more on the example chosen). The cost of a feature is not only the cost of that feature alone. It is the way that feature increases pressure across design, engineering, art, animation, QA, localization, certification, marketing, and live-ops readiness.

So I agree with the article’s broad framing, but I would phrase the conclusion slightly differently:

"AAA scope should be treated less as content volume and more as dependency density. And dependency density is ultimately a complexity governance problem".

There are also some methodological limits, which the article mostly acknowledges.

"Scope" has to be proxied through observable features, but many expensive AAA drivers are difficult to capture from public data: animation fidelity, systemic interdependence, quest reactivity, engine debt, production restarts, outsourcing complexity, cinematic density, management friction, anad so on.

The "other unobserved drivers" bucket is therefore important. It may contain real efficiency gains from tooling and pipelines, but it may also hide unmeasured scope expansion, technical debt, or production resets.

I would also separate "S-Tier" from AAA in future analysis. GTA VI and Call of Duty-scale projects operate under different capital-recovery, platform, franchise, and marketing logic than "ordinary" AAA games. They are not just larger AAA. They are a different strategic category.

Overall, though, this is a very useful analytical frame. The assumptions are stretched in places, and some classifications are necessarily rough, but the conclusion is valuable: modern game budgets are a scope-governance problem, not merely a labor-cost or inflation problem.

Rob Sandberg's avatar

Good framing on dependency density. There's another dimension worth naming: decision instability.

Scope isn't only what you commit to at kickoff. It's everything you recommit to every time a stakeholder spends fifteen minutes with a build at an executive review and decides something feels wrong. That friction is invisible in credit counts. It doesn't show up as a new job title. It shows up as three weeks of an animator's time disappearing into a change that gets reverted two sprints later.

The coordination tax you've both identified is real, but a chunk of it isn't even coordination between specialists. It's the cost of absorbing decisions made by people who don't have enough contact time with the product to understand what they're actually changing. One directional pivot from above doesn't just touch the feature in question. It propagates through design, art, engineering, QA, and whoever had dependencies on the thing that just moved.

There's also the Mythical Man-month fallacy: the belief that a project running late can be rescued by adding people. Brooks wrote about this in 1975. Studios still do it. New hires don't slot into a pipeline, they interrupt it. Every experienced person on the team now has a junior to onboard while also trying to ship. Costs go up, throughput drops, and the date probably doesn't move.

So yes, scope is the main driver. But scope has a shadow cost that the decomposition can't easily capture: the rework generated by the gap between who makes decisions and who lives with them.

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