“Triple-A is in crisis” and games “don’t have staying power because they’re bad,” says ex Gears of War director and Painkiller creator

“Triple-A is in crisis,” reflects Adrian Chmielarz, the founder of Astronauts and People Can Fly, during our conversation about Witchfire and the broader gaming landscape. As we delve into the current state of the industry, Chmielarz notes that 2025 appears poised to be a pivotal year, with indie and double-A games increasingly dominating the discourse. This year’s Game of the Year nominations showcased a remarkable balance between indie gems and high-budget blockbusters, a trend echoed by Metacritic’s highest-rated titles, which include acclaimed releases like Hades 2, Expedition 33, and Blue Prince.

The Rise of Double-A Games

Chmielarz points out that the excitement surrounding games often stems from semi-indie studios, citing CD Projekt Red as a prime example. Despite being a publicly traded company, it operates with an independent spirit. “It’s amazing to witness the rise of double-A games,” he explains, attributing this phenomenon to historical shifts in the industry. “Twenty or thirty years ago, publishers controlled distribution channels, leaving developers with limited options. You could be independent and finance your own game, but ultimately, you had to approach a publisher to get your game out there.”

He elaborates on the frustration many developers felt within large publishing houses, where creative aspirations often clashed with corporate constraints. The advent of platforms like Steam, championed by Gabe Newell and his team at Valve, has fundamentally altered this dynamic, allowing developers to bypass traditional publishers altogether.

The Challenge of Standing Out

However, the influx of new titles presents its own challenges. Take Theorycraft Games’ Supervive, for instance. Despite a strong beta and an impressive marketing campaign, it struggled to maintain its presence and will soon be removed from Steam. With a lifetime review score of 84% positive, it’s clear that the game isn’t lacking in quality; rather, it simply got lost in the vast sea of multiplayer offerings.

When I ask Chmielarz about the difficulty new releases face in capturing lasting attention, he succinctly states, “They don’t have staying power because they’re bad. A great game will always have staying power.” He draws parallels to the anticipation surrounding Silksong, which owes its hype to the beloved Hollow Knight. “People remember great games,” he asserts, referencing the enduring legacy of quotes from titles like Far Cry 3, which continue to resonate within the gaming community.

Shifts in the Shooter Genre

Chmielarz’s insights extend to the shooter genre, an area where he has considerable experience, having contributed to classics like Gears of War and Bulletstorm. He poses a thought-provoking question: “What game is a direct competitor to the new Doom?” When I respond that there isn’t one, he affirms my answer, highlighting a gap in the market for immersive single-player experiences. “While there are plenty of PvP shooters, the landscape for bombastic single-player FPS games is sparse,” he notes, lamenting the infrequency of quality offerings beyond franchises like Far Cry and Call of Duty.

He continues, “We see a plethora of low-budget indie games, but if you’re seeking double-A quality, options are limited. It’s amusing that when we encounter design challenges, we often find ourselves without a reference point. We have to innovate rather than borrow ideas from others.”

Bringing up Funny Fintan Software’s indie shooter, Don’t Stop Girlypop, Chmielarz observes a trend where many developers prioritize gunplay over atmosphere. “The original Doom and Quake had an unmatched ambiance,” he argues. “While enjoyable gun mechanics are essential, the mood and world-building are equally crucial for creating a memorable experience. Many developers seem to overlook this, focusing instead on perks and upgrades, which may attract an audience but lack the staying power we discussed.”

As for Witchfire, Chmielarz expresses enthusiasm for its dark fantasy aesthetic, particularly following the latest update, Reckoning, which introduces melee weapons designed for pure enjoyment. “It’s all about having fun,” he concludes, embodying the spirit of creativity and innovation that continues to drive the gaming industry forward.

AppWizard
"Triple-A is in crisis" and games "don't have staying power because they're bad," says ex Gears of War director and Painkiller creator