CD Projekt is in “a really dangerous place”, says Anthem’s executive producer, pointing to ballooning costs of making games of that scope and quality
Mark Darrah, former BioWare executive producer on Anthem and Dragon Age, warns that big-budget game development has become dangerously over-specialised and fragile. He argues that increasingly complex projects require larger teams, driving up costs and making delays more expensive.
Darrah estimates that a 500-person team delayed by a month could add £5–10 million to a game’s budget. The article applies that estimate to GTA 6’s more than 4,700 developers, suggesting its delays may have cost over $500 million, while noting this is a rough calculation. Darrah also says studios may linger in prototyping because developers have more creative freedom there, even though large teams at that stage can burn money.
- Darrah says AAA game teams have become over-specialised and fragile.
- A one-month delay for 500 developers could add £5–10 million.
- GTA 6’s delays may have cost more than $500 million by rough estimates.
Both sides, in good faith
The strongest fair case each way — we don't pick a winner.
The case for
Darrah’s warning is that sprawling, highly specialised teams make ambitious games costly and fragile: a short delay can add millions, and prolonged prototyping can consume substantial resources. Studios and investors therefore have good reason to question whether projects of this scale can be managed sustainably, especially when each further delay raises the financial risk.
The case against
Large teams and extended development can be justified when a game’s scope and quality depend on specialised skills, coordination and time to refine the result. The cost estimate is a rough extrapolation, not a confirmed accounting of any particular game’s delays, and reducing headcount or rushing development could undermine the creative ambition and quality that attract players.