For example, look at Assassin's Creed - will the bad launch cause people to avoid AC in the future? Maybe, but probably not.
I could see arguing here with myself that AAA games are usually "ship and forget", with some bugfixes only. Maybe because company I was working in was not AAA, but small (by industry standards) f2p mobile shop, where applying AAA ideas is not that great (in my opinion). I mean that's where your product is more along lines of web apps - you are going to constantly add content, update code base, refine features, so focusing on quality in long term is better. This, thought, I was not able to articulate clearly and properly to AAA veterans.
I feel like not all ideas from current practises can be applied to big gaming studios, but saying that I believe it can be improved. This may need time and risk that companies that are big enough to be called AAA are not willing to take.
Why two companies you mentioned failed? I think we can assume there might be more reasons to that than only being Agile, maybe their games were just not that good, or IP was boring? Still you sound like you have more experience than me here, I'm trying to wrap my head around whole AAA industry thing. I'm ranting about it so much because making games was way more entertaining than web/mobile, but the industry is so poisonous for pure developers that I had to quit to regain my sanity :)
>This may need time and risk that companies that are big enough to be called AAA are not willing to take.
Infinity Ward, the original home of $1B+ games, had about 100 people at the time of the split from ATVI and founding Respawn. It's about the same size now as well as the Respawn. Media Molecule is just a few dozens. Size does not make a AAA studio.
And you don't even need to show the best practices right at the AAA level - start small and if it's any good people will copy you or, at least, you should be able to grow yourself.
>Why two companies you mentioned failed? >I think we can assume there might be more reasons to that than only being Agile
Indeed, it would be naive to blame Agile on destroying multi-million businesses. Agile seems to be just a symptom. It could be that the management sees that the development process is failing and tries to improve it with a well advertised technique, for example. Or that some Agile enthusiast gets too much power due to the weakened culture. What I was trying to say is that very few AAA studios practice it now and the ones that did in the past are not in the business any more.
Also, there is no single AAA development way. For example, Valve's practices are very different from Bungie's, which are different from the R*, which are different from ATVI's COD teams etc.
Shitloads of money. Massive institutional knowledge of public relations and marketing. Direct lines to Sony and Microsoft. Every kind of benefit of economy of scale you could want.
It's not like the idea of a barrier to entry is a new concept.
It's pure meritocracy here, if you are good then getting a publishing deal is not a problem.
The core of an "AAA studio" is a big fat wallet. It's essentially definitional. You're not actually saying anything with respect to them in any of your posts.
AAA do get a lot of money but it's the effect of them making games that sell well. There are dozens of startups in SF that cannot make even mobile games with their piles of cash and hundreds people. Money do not make you a AAA studio.