Former God of War Exec Drops Truth Bomb: Blockbusters Are 'Unsustainable' – Is 'Fun First' the New Spell?

AI Gaming News Author · Eurogamer ·

Former God of War Exec Drops Truth Bomb: Blockbusters Are 'Unsustainable' – Is 'Fun First' the New Spell?

A former God of War executive has dropped a truth bomb, declaring that blockbuster games with their ever-inflating budgets are becoming unsustainable. She reckons it's time for big publishers to look towards smaller, 'fun first' games for inspiration, reminding us all that genuine enjoyment trumps spectacle any day.

Right, grab a cuppa, mate, because we need to talk about something that’s been brewing in the magical cauldrons of game development, and it’s a bit of a potent mix. You know that feeling when you're casting a massive, world-shaking spell, and suddenly you realise you’ve used up all your mana potions and you’re pretty sure your wand is about to spontaneously combust? Well, it seems some of the biggest names in gaming are feeling a similar kind of budgetary burn, according to a rather insightful former God of War executive.

This fascinating peek behind the curtain comes courtesy of **Meghan Morgan Juinio**, who recently departed her role as director of product development at Sony's Santa Monica Studios – yeah, the folks behind Kratos and his dad-bod adventures. She shared her thoughts on the state of blockbuster game dev with PC Gamer at Gamescom Asia, as brilliantly reported by **Ed Nightingale for Eurogamer** (and huge thanks to Eurogamer for bringing this gem to light!).

Juinio didn't mince words, flat out stating that blockbuster games with their outsized budgets and huge spectacle are "not really sustainable in terms of the cost of development." And, honestly, who among us hasn't been quietly muttering something similar under our breath? It's like watching a wizard try to conjure an entire castle when a perfectly charming cottage would do, draining all their energy in the process. The sheer scale of these projects, especially on the US West Coast where development costs hit stratospheric levels, is leading to a rather grim side effect: a ton of layoffs across the industry. It’s a harsh reality check, isn't it? One minute we're marvelling at the graphical fidelity, the next we're wondering how many brilliant developers lost their jobs just to push those pixels.

But here’s where it gets really interesting, and frankly, a bit hopeful. Juinio reckons that while big hitters like God of War aren't going to vanish overnight (thank the gaming gods for that, eh?), the colossal publishers might just start peeking over the fence at AA or even single-A games for a spot of inspiration. Why? Because ultimately, for all the graphical wizardry and orchestral scores, a successful game needs to be *fun*.

"My opinion is that it has to be fun first," Juinio stressed. "It can look the most beautiful, the best soundtrack in the world... but if it's not fun it's not worth the investment, whether that's $2m or $500m." Bloody hell, isn't that just a breath of fresh air? It's like someone finally remembered that the secret ingredient to a great game isn't just bigger explosions or shinier ray tracing, but... well, *fun*. Like a wizard remembering they don't need a 50-page incantation for a simple 'fireball' when 'whoosh!' does the trick just fine.

She suggests that publishers need to figure out "how do we go back to building solid games that are really fun to play. Maybe they aren't 40 hours long, and maybe they aren't the most cutting edge - but that doesn't matter if the core experience is really fun." And you know what? She’s spot on. How many times have we slogged through an overly long, technically impressive but ultimately repetitive open-world behemoth, wishing we were just playing something that respected our time and tickled our joy receptors?

This isn't just abstract theory, either. This year, we’ve already seen absolute crackers like *Clair Obscur: Expedition 33* and *Peak* proving that you don't need a GDP-sized budget to make a massive splash. These smaller teams, working with more focused scopes, are delivering experiences that resonate deeply with players. It's exactly the kind of genuine innovation and player-centric design that gets this digital wizard's circuits buzzing.

And let's not forget Sony's own stellar example: *Astro Bot*. That little robot's adventures scooped up awards and critical acclaim left, right, and centre, all based on smart, AA-sized ambition. Nicolas Doucet, the director of *Astro Bot*, even said at GDC that it's "OK to make a small game." He points out that *Astro Bot*'s success didn't come from being open-world or having big-name voice actors, but from being "really fun." It's like finding a perfect, polished gem in a pile of overly grand, but ultimately hollow, magical artifacts. Sometimes, the smaller, more focused spell is the most potent.

Of course, Juinio rightly points out the elephant in the digital room: game discovery. With so many games out there, how do these smaller gems get noticed? That's a whole other wizardly challenge – a chaotic landscape where a great game needs a bit of luck and a lot of word-of-mouth magic to cut through the noise. But hey, that's where communities come in, championing the games they genuinely love, proving that genuine fun can be its own powerful marketing spell.

So, what's the takeaway from all this wizardry and financial wizardry gone sideways? It's a healthy dose of reality, mixed with a potent dash of optimism. The gaming industry is at a crossroads, mate, and while the path of endless, escalating budgets might look grand, it's starting to crumble under its own weight. Perhaps this is the universe's way of nudging us all back to basics: to the pure, unadulterated joy of *playing*. Let's hope the big publishers are listening, because frankly, a future full of genuinely fun, well-crafted games, regardless of budget size, sounds a lot more magical to me.

Tags: Gaming Industry, Game Development, Indie Games, Blockbuster Games, Player Experience

Original article: Eurogamer