Fallout co-creator says modern games “don’t really know what they want to be,” and I don’t need to look too hard for examples

Reflections on Game Design: A Call for Focus and Clarity

The landscape of modern gaming, particularly within the realm of triple-A titles, is marked by a relentless drive for success. With budgets soaring into the hundreds of millions, the pressure to achieve mass appeal is palpable. Yet, this pursuit can sometimes lead to a dilution of quality, resulting in games that fail to resonate with both their intended audiences and a broader player base. Tim Cain, co-creator of the iconic Fallout series, offers a poignant critique of this trend, suggesting that contemporary developers could benefit from the focused approach that characterized game design in the 1980s.

Cain distinguishes between games that achieve mass appeal through exceptional execution—like Skyrim and Baldur’s Gate 3—and those that are crafted with the sole intent of appealing to the widest audience possible. Recent titles such as Concord and Killing Floor 3 exemplify the pitfalls of this latter approach. The former struggled to carve out a distinct identity, relying heavily on familiar tropes, while the latter compromised its unique elements in an attempt to broaden its accessibility.

As Cain insightfully observes, “An overriding possible issue with today’s games is they don’t really know what they want to be. They try to be everything to everyone: designed by committee, making a publisher happy, trying to guess what the largest demographic wants.” This confusion often results in a lack of clarity and purpose, leaving players wanting more.

In contrast, the 1980s were defined by a necessity for focus. Game developers of that era operated without specializations and faced stringent hardware limitations. This environment fostered a culture of minimalism, where efficiency was paramount. As Cain notes, “It was ‘you write efficient code, or your game doesn’t work on the Atari console.'” This focus on essential elements not only clarified a game’s core concepts but also helped avoid the indulgences that can plague modern titles.

Looking ahead to the nominees for the 2025 Game of the Year, the advantages of tight design become evident. Titles like Expedition 33, Hades 2, Silksong, and Kingdom Come Deliverance 2 stand out precisely because they embrace their unique identities and execute their central ideas without unnecessary embellishments.

Cain draws a compelling analogy with fine dining: “If you’ve ever been to really high-end restaurants, sometimes the most delicious dinners you’ve ever had have a very small set of ingredients.” This concept of ‘subtraction is addition’ resonates not only in culinary arts but also in music and writing. By eliminating superfluous elements—be it extraneous garnishes, unpleasant frequencies, or verbose sentences—creators can enhance the overall experience. The same principle applies to video games, where clarity and focus can lead to more impactful and memorable experiences for players.

AppWizard
Fallout co-creator says modern games "don't really know what they want to be," and I don't need to look too hard for examples