Former God of War Executive Calls for Industry Shift from Spectacle to Core Gameplay Fun

Former God of War Executive Calls for Industry Shift from Sp - Industry Veteran Questions Sustainability of Blockbuster Game

Industry Veteran Questions Sustainability of Blockbuster Game Development

Former Santa Monica Studios director of product development Meghan Morgan Juinio has issued a stark warning about the future of AAA game development, suggesting that the current focus on spectacle over fundamental gameplay enjoyment is creating unsustainable business models. According to reports from Gamescom Asia x Thailand Games Show, where Juinio spoke recently, the industry veteran argued that development costs have reached critical levels that necessitate a strategic shift.

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The Unsustainable Cost of Modern Game Development

Sources indicate that Juinio, who recently left the Sony-owned studio behind the God of War franchise, believes the current development environment is already showing signs of strain. “I think it’s already not really sustainable in terms of the cost of development,” she stated regarding blockbuster titles with massive budgets. The report states that she directly connected this financial pressure to the industry’s widespread layoffs, which have affected over 45,000 jobs since 2022.

Analysts suggest that Juinio’s comments reflect growing concerns about development economics, particularly on the U.S. West Coast where Santa Monica-based studios face particularly high minimum costs. “Development costs will necessitate that the big publishers create [new] pathways,” Juinio predicted, though she clarified this doesn’t necessarily mean the end of franchises like God of War.

Smaller Games, Bigger Impact

The industry veteran pointed to recent viral successes from smaller development teams as evidence that budget doesn’t determine quality. According to reports, games like Clair Obscur: Expedition 33 and Peak have demonstrated that modestly budgeted titles can achieve significant impact while major publishers struggle to justify their enormous investments.

When asked why major western publishers like Electronic Arts and Activision haven’t replicated this success with smaller-scale projects, Juinio offered a straightforward solution: “I think what it comes back to is just make something fun. Just make something awesome, and that will achieve what you need it to achieve.”

The Primacy of Fun in Game Design

Despite acknowledging challenges in game distribution and visibility, Juinio maintained that enjoyment must remain the primary focus. “My opinion is that it has to be fun first,” she emphasized. “It can look the most beautiful, the best soundtrack in the world, it can be winning all the BAFTAs for audio and all this, but if it’s not fun it’s not worth the investment.”, according to expert analysis

This philosophy, according to the former God of War executive, applies regardless of whether a game costs two million dollars or 500 million dollars. She suggested that major publishers could find their way back to relevance by asking: “how do we go back to building solid games that are really fun to play?”

An Evolving Industry Landscape

Juinio’s comments come as the industry appears to be at a crossroads. Sources indicate that she anticipates larger publishers will begin exploring AA or single A development pathways alongside their traditional blockbuster offerings. “Because it’s not a sustainable model to continue like we are,” she warned.

However, analysts suggest that even if major publishers successfully pivot toward creating more focused, fun-first experiences, there’s no guarantee of commercial success in today’s crowded marketplace. The report notes that recent examples show how unpredictable player interest has become, with some modest titles achieving viral success while established franchises struggle to maintain engagement.

As the industry continues to evolve, Juinio’s comments highlight a fundamental question facing major publishers: whether they can rediscover the core principles of enjoyable gameplay that initially built their success, or whether they risk becoming the dinosaurs of an entertainment landscape increasingly dominated by agile, focused developers.

References & Further Reading

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