Skip to main content
GamesRadar+ GamesRadar+
US EditionUS CA EditionCanada UK EditionUK AU EditionAustralia
Sign in
  • View Profile
  • Sign out
  • Games
    • Game Insights
      • Games News
      • Games Features
      • Games Reviews
      • Games Guides
      • Big in 2026
      • The Big Preview
      • On The Radar
      • Indie Spotlight
      • Future Games Show
      • Golden Joystick Awards
    • Genres
      • Action Games
      • RPGs
      • Action RPGs
      • Adventure Games
      • Third Person Shooters
      • FPS Games
    • Platforms
      • PS5
      • Xbox Series X
      • PC
      • Nintendo Switch
      • Nintendo Switch 2
      • Tabletop Gaming
    • Franchises
      • Grand Theft Auto
      • Pokemon
      • Assassin's Creed
      • Monster Hunter
      • Fortnite
      • Cyberpunk
      • Red Dead
      • The Elder Scrolls
      • The Sims
  • Entertainment
    • TV Shows
      • TV News
      • TV Reviews
      • Anime Shows
      • Sci-Fi Shows
      • Superhero Shows
      • Animated Shows
      • Marvel TV Shows
      • Star Wars TV Shows
      • DC TV Shows
    • Movies
      • Movie News
      • Movie Reviews
      • Big Screen Spotlight
      • Superhero Movies
      • Action Movies
      • Anime Movies
      • Sci-Fi Movies
      • Horror Movies
      • Marvel Movies
      • DC Movies
    • Streaming
      • Apple TV Plus
      • Disney Plus
      • Netflix
      • HBO
      • Amazon Prime Video
      • Hulu
    • Comics
      • Marvel Comics
      • DC Comics
    • Toys & Collectibles
    • Lego
    • Dungeons and Dragons
    • Merch
  • Hardware
    • Insights
      • Hardware News
      • Hardware Reviews
      • Hardware Features
    • Computing
      • Desktop PCs
      • Laptops
      • Handhelds
    • Peripherals
      • Headsets & Headphones
      • TVs & Monitors
      • Gaming Mice
      • Gaming Keyboards
      • Gaming Chairs
      • Speakers & Audio
    • Accessories & Tech
      • Gaming Controllers
      • Tech
      • SSDs & Hard Drives
      • VR
      • Accessories
      • Retro
  • Deals
    • Game Deals
    • Tech Deals
    • TV Deals
    • Buying Guides
  • Video
  • Newsletters
    • Quizzes
    • About Us
    • How to pitch to us
    • How we score
    • Newsarama
    • Retro Gamer
    • Total Film
  • home
  • Games
    • View Games
      • Games News
      • Games Features
      • Games Reviews
      • Games Guides
      • Big in 2026
      • The Big Preview
      • On The Radar
      • Indie Spotlight
      • Future Games Show
      • Golden Joystick Awards
      • Action Games
      • RPGs
      • Action RPGs
      • Adventure Games
      • Third Person Shooters
      • FPS Games
    • Platforms
      • View Platforms
      • PS5
      • Xbox Series X
      • PC
      • Nintendo Switch
      • Nintendo Switch 2
      • Tabletop Gaming
      • Grand Theft Auto
      • Pokemon
      • Assassin's Creed
      • Monster Hunter
      • Fortnite
      • Cyberpunk
      • Red Dead
      • The Elder Scrolls
      • The Sims
  • Entertainment
    • View Entertainment
    • TV Shows
      • View TV Shows
      • TV News
      • TV Reviews
      • Anime Shows
      • Sci-Fi Shows
      • Superhero Shows
      • Animated Shows
      • Marvel TV Shows
      • Star Wars TV Shows
      • DC TV Shows
    • Movies
      • View Movies
      • Movie News
      • Movie Reviews
      • Big Screen Spotlight
      • Superhero Movies
      • Action Movies
      • Anime Movies
      • Sci-Fi Movies
      • Horror Movies
      • Marvel Movies
      • DC Movies
    • Streaming
      • View Streaming
      • Apple TV Plus
      • Disney Plus
      • Netflix
      • HBO
      • Amazon Prime Video
      • Hulu
    • Comics
      • View Comics
      • Marvel Comics
      • DC Comics
    • Toys & Collectibles
    • Lego
    • Dungeons and Dragons
    • Merch
  • Hardware
    • View Hardware
      • Hardware News
      • Hardware Reviews
      • Hardware Features
      • Desktop PCs
      • Laptops
      • Handhelds
    • Peripherals
      • View Peripherals
      • Headsets & Headphones
      • TVs & Monitors
      • Gaming Mice
      • Gaming Keyboards
      • Gaming Chairs
      • Speakers & Audio
      • Gaming Controllers
      • Tech
      • SSDs & Hard Drives
      • VR
      • Accessories
      • Retro
  • Deals
    • View Deals
    • Game Deals
    • Tech Deals
    • TV Deals
    • Buying Guides
  • Video
  • Newsletters
    • Quizzes
    • About Us
    • How to pitch to us
    • How we score
    • Newsarama
    • Retro Gamer
    • Total Film
Trending
  • Pokemon Winds and Waves
  • New Games for 2026
  • GamesRadar+ Replay
  • Mario Day deals
Don't miss these
Arc Raiders Shared Watch event update.
Third Person Shooters Arc Raiders dev uses clip of Shroud summing up "game dev in a nutshell" to reinforce how Embark "failed"
Arc Raiders screenshot of player running from a Leaper robot
Third Person Shooters Arc Raiders devs spent 3 years fighting "on a daily basis" over whether it was "a battle royale" or "a co-op Soul game"
Jensen Huang next to AI robot on stage at GTC 2024
Desktop PCs Nvidia's CEO says "we created the modern video game industry," but all its push into AI upscaling has done is destroy good game optimization
Peak
Co-op Games Xbox lead says the "return to fun" we've seen from games like Peak makes him "hopeful" for the industry
James holds the Alice stuffie in concept art by Jean Walter
Adventure Games Alice Madness Returns creator American McGee is making a spiritual successor, and he's not worried about EA
Wonderer heads to the Spire in a screenshot from Slay the Spire 2's animated reveal trailer
Xbox Xbox lead thinks "we have been in a golden age for indies" since 2008, and it's "a fantastic time to be a developer" if you ignore all the smoke
Robert rides the elevator to work in Dispatch with his dog Beef, looking out of place surrounded by superheroes
Adventure Games Dispatch leads faced down publishers telling them single-player narrative games were "niche, or worse, dead"
Palworld
Survival Games Palworld publishing lead is "more determined than ever" to make things "a little less sh*t" for struggling devs
Clair Obscur: Expedition 33 screenshot of Verso, a man with black hair with white streaks running through his fringe
RPGs After Clair Obscur: Expedition 33's divisive Best Indie TGA win, publisher's CEO admits the J'RPG is "blurring the line"
Big Walk
Games 6 years after Untitled Goose Game's viral success, its devs seek solace in a chill co-op puzzler
Team Fortress 2 meet the spy trailer screenshot of medic
Games A terrifying 20,282 games were released on Steam in 2025, and just 608 managed to get 1,000 reviews, expert finds
Dragon Age: The Veilguard screenshot featuring one possible male Rook
Dragon Age Former Dragon Age lead argues AAA games have become "too homogenous," and they might push fans toward accepting Gen AI
Peak mesa biome
Co-op Games Calling games like Peak and REPO friendslop "devalues" the skill of the developer, industry investor says
Highguard character in purple and black armor
FPS Games "There's no way this will flop": Laid-off Highguard dev says internal sentiment was high "but then the trailer came out"
Peak screenshot showing two characters holding umbrellas in the desert
Co-op Games Peak lead knows you're a friendslop "hater," but remember "these games aren't trying to be Game of the Year"
  1. Games

AAA – Developers discuss the three little letters that have shaped an industry: "It's a stupid term. It's meaningless"

Features
By Edwin Evans-Thirlwell published 2 January 2025

Feature | Edge talks to developers to unpack the baggage around the blockbuster marketing term

When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.

Master Chief takes a knee in a landing pose in a chaotic, wartorn backdrop, looking forward at his next objective in Halo 4
(Image credit: Xbox)
  • Facebook
  • X
  • Pinterest
  • Flipboard
  • Email
Share this article
Join the conversation
Follow us
Add us as a preferred source on Google
Get the GamesRadar+ Newsletter

Weekly digests, tales from the communities you love, and more


By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.

You are now subscribed

Your newsletter sign-up was successful


Want to add more newsletters?

GamesRadar+

Every Friday

GamesRadar+

Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.

GTA 6 O'clock

Every Thursday

GTA 6 O'clock

Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.

Knowledge

Every Friday

Knowledge

From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.

The Setup

Every Thursday

The Setup

Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.

Switch 2 Spotlight

Every Wednesday

Switch 2 Spotlight

Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.

The Watchlist

Every Saturday

The Watchlist

Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.

SFX

Once a month

SFX

Get sneak previews, exclusive competitions and details of special events each month!


An account already exists for this email address, please log in.
Subscribe to our newsletter

It's hard to think of any term that has had such an impact on the videogame industry as 'triple-A game'. Yet for all its power, it's one we take for granted. Today, 'triple-A' is simply part of the furniture, remaining an everyday term despite the massive shifts in how videogames are made, distributed, played and understood over the decades since this buzzword first emerged.

But when was that, exactly, and where did it come from? Our investigation into the label's origin, in search of a patient zero, swiftly becomes an investigation of its origins, plural. This term has been adopted by multiple generations of developers, working in different regions and disciplines, its exact meaning dependent on that context. So, is there a solid definition of 'triple-A' to be found today? And, after a long time at the top, might it finally be time to retire the term for good?

Revolution Studios co-founder Charles Cecil remembers first hearing the term during a visit to Virgin Interactive's offices in Orange County, California, in the late 1990s, following the release of the original Broken Sword. "The game had done phenomenally well, particularly on PlayStation," Cecil recalls. "And Martin Alper was their CEO, and he very kindly took me out for lunch. And he talked about 'triple-A games'. And then he said to me, 'The reason I make such great purchasing decisions is that I've never played a videogame'." Cecil says this dismissiveness was typical of publisher executives at the time. "They had a contempt for the medium. And they thought that actually what people really wanted to do was watch movies interactively."

You may like
  • Mio Hudson and Zoe Foster in Split Fiction Split Fiction lead worries “AA games are taking over” after Clair Obscur's success: "You can't do GTA for $10 million"
  • Ellie and Joel during The Last of Us Rockstar, Naughty Dog, and Nintendo are "pushing the envelope of innovation," says Split Fiction director
  • Assassin's Creed Shadows Like Skull and Bones, Assassin's Creed Shadows and Mirage are "AAAA" games, Ubisoft producer claims

'Triple-A' meant little to Cecil, but he looked it up after the lunch and identified it as a borrowing from US credit rating systems, where the term is used to indicate a bond with the very lowest risk of defaulting. Here, it was being used as shorthand for "we're going to put so much money into this game that it can't fail," Cecil says.

George Stobbart and Nico Collard cross paths on the gorgeous Parisian streets of Broken Sword - Shadow of the Templars: Reforged, the 2024 re-release of the original game

(Image credit: Revolution Software)
Subscribe to Edge Magazine

A product shot of Edge Magazine issue 405, showing two covers for Reanimal and a Shadow of Colossus spread from its "30 years of PlayStation" calendar

(Image credit: Future, Tarsier Studios)

This feature originally appeared in Edge magazine #396. For more in-depth features and interviews diving deep into the gaming industry delivered to your door or digital device, subscribe to Edge or buy an issue!

He quickly came to associate the concept with arrogance and corruption. "In the late '90s, there were some terrible things going on," he says. "A number of publishers basically said, 'For every dollar we spend on internal development, we're going to account for a profit of three or four or five dollars,' or whatever. Virgin in particular had a lot of internal development, and they were posting huge profits, and that was fine, as long as you never ship the product – and by god, you never can it, because then you take an almighty write-off."

While Broken Sword was a success, Cecil remembers this as a "very bleak" period for studios in Revolution's position: "There was no sense of creativity, and British developers were very much marginalised because our big publishers, they basically sold out to the French or Japanese or the Americans." Cecil admires many latter-day 'triple-A' games, particularly the Grand Theft Auto series, but he continues to regard the concept itself with derision. "It's a stupid term. It's meaningless. And I think it came from that era, which I don't have very fond memories of, when everything changed, but not for the better."

Franklin runs from an exploding motel in GTA5

(Image credit: Rockstar Games)

When ID@Xbox director Chris Charla first heard the term, as a journalist in the '90s, it was in the form of a putdown. "I was working at Next Generation, the US version of Edge, at the time," he recalls. "And the way it was said to me was in the negative. Somebody was talking about a game they were bringing, a PR person: 'I mean, it's not a triple-A game, it's just a platformer'. Dot dot dot. And I remember it distinctly because I was like, 'What's a triple-A game?'"

Sign up to the GamesRadar+ Newsletter

Weekly digests, tales from the communities you love, and more

By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.

During his time as a journalist, Charla seldom used the term, and still regards it as a bit of a black hole. "It's a squishy term to nail down and define," he says. "It ends up being much more impactful when it's used in comparison, like the first time I heard it." As for its origins, Charla agrees with Cecil's assessment, that 'triple-A' was primarily derived from credit ratings. There's also an association, perhaps, with the Golden Age Of Hollywood ideas of 'A films' and 'B films', though Charla suggests any connection there is "retconned".

Indeed, Terra Virtua CTO Kish Hirani – a 20-year veteran whose credits include a stint as PlayStation's head of developer services – suggests that 'triple-A' was actually an effort to distinguish games from movies. He once again points to the term's origins in the credit industry. "And somehow, that became our word. You would have thought we would have ended up using the movie industry term 'blockbuster', which is easier to say. But it was all about money." Hirani argues that the preference for 'triple-A' over 'blockbuster' reflects a younger industry's desire "to differentiate ourselves from this older medium", while simultaneously aping its production values.

It's a point echoed by Three Friends co-founder and former Mojang business developer Daniel Kaplan, who spent years haggling over potential publishing deals with 'triple-A' companies after joining the Minecraft studio in 2010. But in all his backroom dealings with giants such as EA and Ubisoft, he was never offered a definition more exact than "most expensive" – whatever that looked like at the time. Like Hirani, he thinks the term speaks to an underlying insecurity: "The gaming industry felt like it was the underdog during the late '90s, and the beginning of the 2000s, trying to compete with the movie industry. And it felt like they put the triple-A label on themselves to reflect that they were big business."

You may like
  • Mio Hudson and Zoe Foster in Split Fiction Split Fiction lead worries “AA games are taking over” after Clair Obscur's success: "You can't do GTA for $10 million"
  • Ellie and Joel during The Last of Us Rockstar, Naughty Dog, and Nintendo are "pushing the envelope of innovation," says Split Fiction director
  • Assassin's Creed Shadows Like Skull and Bones, Assassin's Creed Shadows and Mirage are "AAAA" games, Ubisoft producer claims

Connor takes aim at guards with a bow and arrow from within a tree in Assassin's Creed 3 Remastered Edition

(Image credit: Ubisoft)

Regardless of its original derivation, the term 'triple-A' has accreted many other meanings since inception, much as 'B-movie' has evolved from accounting designation to a broad-yet-recognisable cinematic subgenre. In the hands of younger developers who entered the industry in the '00s, it has become a complex cultural designation and status symbol with specific associations, from narrative and art direction through to hardware format and country of origin.

Among that later generation was Alex Hutchinson, co-founder of Typhoon Studios and creative director on Assassin's Creed III and Far Cry 4. "I first heard it while I was still working in Australia, when I was just starting out, in the very early 2000s," he says. For Hutchinson, as for many young devs at that time, 'triple-A' was a career ambition. "It was a marker of everything that we weren't at the time. We were working on licensed Game Boy games for Activision, and that was the aspirational goal – to get into triple-A, and work on something with a big budget. And, you know, presumably high quality?"

Ryu races a forklift in Shenmue HD

(Image credit: Sega)

"[Shenmue] was just monstrously large. And it seemed kind of inconceivable for us."

For Hutchinson, one of the definitive triple-A games of the period was Sega's Shenmue, with its unprecedented simulation of daily life. "It was just monstrously large. And it seemed kind of inconceivable for us. These are the days before thirdparty engines were very good, and so everything was bespoke. So if you're working on a Game Boy game, and you see Shenmue on the Dreamcast, the delta between those two games is so immense that I think it was sort of inspiring." This is indicative of the kinds of games and developers he associated with the term, having long shed any links to the US-based finance industry – and, for Hutchinson at least, becoming synonymous with another part of the world.

"For me, triple-A referred almost explicitly to Japanese games at the time," he says. "Capcom, Nintendo, Sega." This was in part, Hutchinson argues, because Japanese developers were the first to figure out how to do game development "at scale". "If you think about the UK scene, or the Australian scene, they came out of bedroom coders, those sort of one-man shops," he says. "The Japanese scaled up through Nintendo and Sega, all that sort of stuff, so they had blockbusters first." It was only in the mid-2000s, by his reckoning, that the US and Europe caught up, something he puts down to Japan's continued commitment to "working on bespoke technology", which produced great results but could mean building from scratch with each generation.

With that in mind, it's perhaps no surprise that many of our interviewees agree on the PS1 era as the period during which 'triple-A' first took hold in the industry. Its ascendancy goes hand in hand with the wave of console gaming that followed Sony's entry to the market. "I don't remember the term being used in a lot of my earlier gaming," says Sharkmob associate art director Sam Hogg, who since joining the industry in 2008 has worked on Forza Horizon, Fable and Everwild. "The early consoles, like the Sega Mega Drive, that kind of era – the terminology didn't exist back then." Hogg jokes that Microsoft, Sony and Nintendo may have conspired to normalise the term, in order to big up their console exclusives.

The original Final Fantasy 7 key art showing Cloud gazing up at Shinra Tower in Midgar

(Image credit: Square-Enix)

When Hogg later questions whether the concept can be traced back to "a flagship title for a particular console", there is one suggested by several of our interviewees (Final Fantasy 7) that seems to fit neatly into the timeline being pieced together here. But if there ever was a 'first triple-A game', the term has long since transcended any single template or genre over the subsequent decades – in the process creating endless debate in studios around the world.

"I think we as developers struggle to define what triple-A means," admits James Dobrowski, founder and managing director of Sharkmob London. "I actually think that the terminology causes more confusion to developers than is healthy right now." And yet, when Sharkmob set up its London studio in 2020, its stated target was to make 'triple-A' games. "We've had so many conversations around that term," Dobrowski says. "To the point where we started putting games on the table, going, 'Do you consider this triple-A?' And you'd get entirely different answers across the team, including in our management groups."

He picks one of many edge cases to illustrate his point: "Was World Of Warcraft triple-A when it first launched? And is it still triple-A? From a budget and a scale of team perspective, yes, 100 per cent. And the quality bar was at the top of what was being released within the MMO genre." But, of course, it's all a matter of perspective. "If you ask somebody who spent their career working on God Of War, the Uncharted series, those kinds of really high-end, high-fidelity narrative singleplayer experiences, they'd all say no." There's a divide, he reckons, between those who define the term by the size of its development budget and team and those who go by "production-value qualities". While the latter of course tends to follow the former, Dobrowski notes that it introduces considerably more nuance into the assessment – not least because of the ways that technological advances have blurred those lines in recent years.

The former camp are closer to the '90s-originated definition, of a project with a budget so high that it supposedly guarantees success. Still, what counts as a high budget can vary enormously according to region and format. "I remember distinctly when I was at Sony, it was very problematic to explain to developers that a triple-A game on PS Vita was not the production-value level of a console triple-A game," Hirani says. "A triple-A game on Vita was a quarter of that budget, or whatever proportion, but you're still calling it a triple-A mobile game." The same thing happened, he says, with VR. "When we say it's a triple-A budget on VR, they're like, 'Oh, we're not quite sure where the platform is going – how can we put up that level of budget?' Because that was associated with what a console triple-A budget would be."

Jin Sakai rides a horse towards a shrine in Ghost of Tsushima that's next to a lake, the sun reflecting off its surface beautifully

(Image credit: Sucker Punch)

Attempting to identify triple-A games by any particular feature or mechanic, meanwhile, reveals how different everyone's personal definition of the term is. Dobrowski associates it with third- and firstperson camera perspectives, a definition that would exclude some huge, influential games of the period, particularly RPGs. Hirani, meanwhile, insists that fancy visuals are more important than expensive music, contending that Sony's original Wipeout was never considered a triple-A title despite its brilliant licensed soundtrack. Hogg similarly puts graphical considerations at the forefront – unsurprising, perhaps, given her chosen discipline – but also suggests that it needs to be "slightly more high-octane, action-driven", which she admits would rule out Kena: Bridge Of Spirits, a game Hogg nonetheless feels has "triple-A" visuals. And what about length – does it matter? Hutchinson reckons so. "Even if you do something that is incredibly high-quality, if it's under ten hours, I don't think anyone would ever call you triple-A," he says. "Which is a bit strange."

It's perhaps inevitable that our most precise definition comes from QA, that thin red line between developer and audience. Victoria Emma Tyrer has worked in the space since 2017, at PlayStation, Firesprite and now Wushu Studios. From Ghost Of Tsushima and Horizon: Call Of The Mountain to Blood & Truth and State Of Decay 2, Tyrer has worked on games that most would consider firmly triple-A and others that arguably straddle the line. While there are many horror stories about the labour of QA and testers on big-budget projects, Tyrer has largely enjoyed the experience. "From a dev QA standpoint, triple-A games are by far the most demanding yet rewarding projects to work on in the game industry," they say.

Tyrer offers a neatly compressed assessment of this oft-nebulous term: "Any game which exceeds 19 hours of gameplay to fully complete, has a lot of exploration for the user to engage with, allows the user to customise their gameplay experience through their character or skill set, and potentially has a large fanbase of players who would attend conventions dressed as their characters." You'd be hard-pressed to find a more robust definition – and if it brings to mind a host of exceptions, past and present, then perhaps it's worth considering what value this '90s-originated term has here in 2024. Is it time we let go of 'triple-A' altogether?

Evelyn Parker meets V at Lizzie's Bar in Cyberpunk 2077, she's dressed in flashy clothes with a blue and purple collar, and has bright blue hair herself

(Image credit: CD Projekt Red)

"Those are the launches that end up on the evening news."

After all, the idea of big-budget games as any kind of 'dead cert' has been tested in recent years. "Cyberpunk 2077, one of the most anticipated titles this decade, failed miserably at launch," Kaplan says. "The latest Battlefield failed as well. You see it more and more often." And if the term became a way at gesturing towards Hollywood ambitions, then that too risks becoming irrelevant, as relatively affordable middleware tools give smaller developers access to the kind of photorealistic graphics we might have once associated with 'triple-A'. "It's starting to fade out now, because the tools are out there for anyone to be able to create an incredibly realistic version of life or fantasy or whatever it happens to be," Hogg says.

Charla, however, believes the term does have value for people with a close interest in games, "whether they're community figures, fans, press or investors, to try and distinguish the biggest and the most important games". In turn, these games can provide "huge cultural touchpoint moments", he argues – concentrations of hype that get people talking. "The industry is so spread out now," he says. "The game world is so spread out now. We all come together when there's a triple-A launch, whether to enjoy it or to react to it." That last bit might be slightly euphemistic – not every major release is warmly received, after all – but that doesn't stop them from being focal points, for the industry and beyond. "Those are the games that poke up above the clouds, so that people who have never played a videogame in their entire life hear about it, whether it's Call Of Duty or Spider-Man or Halo," Charla says. "Those are the launches that end up on the evening news."

Ships sail toward us in Skull and Bones as waves part and spray, each ship looking raggedy in a pirate sort of way

(Image credit: Ubisoft)

But that sense of unity has a cost, and not just in how it makes cultural significance proportionate to budget. Hirani believes use of this ambiguous term in job ads – "'Triple-A experience required', when there's no official list of triple-A studios or what triple-A games should be" – can deter would-be applicants. "Because it's a made-up term, and especially if you're a minority applicant, you just feel 'I'm not good enough yet', and you wouldn't apply for that role. Which is a shame. Just because of that one word in a job description, we've missed out on that talent."

Hutchinson points to how strange it is to talk to players in these financially derived "inside baseball" terms, contributing to a climate of false expertise. "We talk about the games to fans like they're developers," he says. "And so they respond almost like they're developers, instead of talking about the finished product and the art form." Nonetheless, many publisher executives continue to deal in 'A's.

As this article was being written, Ubisoft CEO Yves Guillemot, defending Skull And Bones' $70 price tag to investors, described the notoriously troubled game as "quadruple-A". There's no financial precedent for this concept, which is obviously the result of a kind of linguistic arms race, but it's not an entirely new term within the industry. Hutchinson first heard 'quadruple-A' shortly before he left Ubisoft in 2017: "It made me throw up in my mouth a little".

Hutchinson, of course, no longer regards "triple-A" with the reverence he did as an up-and-coming developer. "When it first came in, it meant 'quality', and then it became 'scale'. And now, I think, it almost means 'bloat'," he says. "When you started hearing 'quadruple-A', it didn't make me think, 'Oh, wow, it's better'. It made me think, 'Too much'."


What's next on the gaming calendar? Check out our upcoming games list for what to circle and, given the above, make sure you also take a look at the upcoming indie games list to highlight smaller projects too!

Edwin Evans-Thirlwell
Edwin Evans-Thirlwell
Social Links Navigation
Freelance Writer

Edwin is a freelancer writer who's worked for the likes of GamesRadar+, Edge, Wired, The Guardian, RPS and Eurogamer. He is also a published poet.

Read more
Mio Hudson and Zoe Foster in Split Fiction
Games Split Fiction lead worries “AA games are taking over” after Clair Obscur's success: "You can't do GTA for $10 million"
 
 
Ellie and Joel during The Last of Us
Games Rockstar, Naughty Dog, and Nintendo are "pushing the envelope of innovation," says Split Fiction director
 
 
Assassin's Creed Shadows
Assassin's Creed Like Skull and Bones, Assassin's Creed Shadows and Mirage are "AAAA" games, Ubisoft producer claims
 
 
Clair Obscur: Expedition 33 lead Gustave faces a gommage
Co-op Games Former Assassin's Creed lead says don't worry about a AA takeover, it's an "absolute wasteland" for mid-budget funding
 
 
Best Assassin's Creed protagonists: close-up of Arno Dorian during Assassin's Creed Unity.
Assassin's Creed Former Assassin's Creed director says AAA studios "mistakenly" throw people at development problems
 
 
Ellie in The Last of Us Part 2
Games "GTA 3 cost like $5 million": Ex-TLoU Part 2: Remastered artist says the industry is becoming "less risky and creative"
 
 
Latest in Games
A character in power armor talks to Dogmeat in Fallout 4
Fallout Bethesda vets "wouldn't be surprised" if Fallout 5 was outsourced
 
 
Final Fantasy 14
Final Fantasy 1,200 hours in, Final Fantasy 14 fan trying to beat the MMO under RuneScape's Ironman rules clears biggest obstacle yet
 
 
A woman in a underwater machine waving during the cinematic teaser for Subnautica 2.
Survival Games Fired Subnautica 2 CEO must be reinstated, judge rules, and "may proceed with the early access"
 
 
Leon exits his Porsche into streets at night in Resident Evil Requiem
Resident Evil Resident Evil Requiem's Leon actor doesn't know who he's married to either
 
 
Crimson Desert
Games PSSR 2 is finally here, and the tech promises a big PS5 Pro upgrade for Crimson Desert this week
 
 
Kora in Monster Hunter Stories 3: Twisted Reflection
Monster Hunter Monster Hunter Stories 3 hits a record player count on Steam for Capcom's cozier spin-off RPG series
 
 
Latest in Features
Future Games Show
Games Future Games Show Spring Showcase 2026
 
 
Artwork showing Assassin's Creed Black Flag Resynced, a remake of Assassin's Creed 4: Black Flag, with protagonist Edward Kenway looking out from the side of ship
Assassin's Creed Assassin's Creed: Black Flag Resynced – Everything you need to know about the Assassin's Creed Black Flag remake
 
 
The Talking Flower toy sitting next to its box.
Toys & Collectibles The Super Mario Talking Flower told me the "ocean tastes like tears" but I like this Nintendo toy
 
 
Resident Evil accessories and merch on a forest background
Toys & Collectibles It's been 30 years since we first entered the Spencer Mansion, so I'm building the ultimate Resident Evil starter kit
 
 
A still from Kiki's Delivery Service featuring Kiki and her feline familiar Jiji flying on a broom with some seagulls, with a Big Screen Spotlight logo ini the corner
Anime Movies Kiki's Delivery Service's return to theaters proves we need hand-drawn animation now more than ever
 
 
In Collector's Cove, the collector protagonist who has short brown hair and wears a jumper with cherries on it hugs the Fable Fin companion who wears a witch hat. GamesRadar+'s Indie Spotlight series logo can be seen in the top right-hand corner
Adventure Games If you're feeling Pokemon Pokopia FOMO, this farming adventure lets you explore on the back of a Lapras-like companion
 
 
LATEST ARTICLES
  1. A character in power armor talks to Dogmeat in Fallout 4
    1
    Bethesda vets "wouldn't be surprised" if Fallout 5 was outsourced
  2. 2
    Exclusive: Jhin joins Riftbound with absurdly powerful cards
  3. 3
    Resident Evil Requiem's Leon actor doesn't know who he's married to either
  4. 4
    1,200 hours in, Final Fantasy 14 fan trying to beat the MMO under RuneScape's Ironman rules clears biggest obstacle yet
  5. 5
    The best new shows and movies streaming on Netflix, Prime Video, HBO Max, and more (Mar 16–Mar 22)

GamesRadar+ is part of Future US Inc, an international media group and leading digital publisher. Visit our corporate site.

Add as a preferred source on Google Add as a preferred source on Google
  • Terms and conditions
  • Contact Future's experts
  • Privacy policy
  • Cookies policy
  • Accessibility statement
  • Careers
  • About us
  • Advertise with us
  • Review guidelines
  • Write for us
  • Accessibility Statement

© Future US, Inc. Full 7th Floor, 130 West 42nd Street, New York, NY 10036.

Please login or signup to comment

Please wait...