A New System for Classifying Video Games

09/19/2025

Understanding the scale of video game productions has long been a challenge, with terms like 'AAA,' 'AA,' and 'indie' often used inconsistently. Traditionally, a 'AAA' game is recognized as a major, high-budget release, akin to a Hollywood blockbuster, while 'AA' games represent mid-budget projects from medium-sized teams. The 'indie' category, encompassing smaller, often independently developed titles, remains the most fluid and debated. These classifications frequently lead to confusion due to the secrecy surrounding game development budgets, making precise definitions elusive.

Addressing this ambiguity, HushCrasher, a collaboration between game industry consultant Julie Belzanne and data scientist Antoine Mayerowitz, introduces a novel classification system. This system, grounded in publicly available data, uses two key metrics: a game's installation size and the number of individuals listed in its credits (excluding special thanks and playtesters). By analyzing data from all Steam games since 2006 and cross-referencing with MobyGames, they employed cluster analysis to establish four distinct categories: AAA, AA, Midi (for larger independent productions such as Hades), and Kei (for the smallest games, including solo developer projects like Balatro). This data-driven approach aims to move beyond subjective 'vibe-analysis' and provide objective criteria for game classification.

The HushCrasher system offers a remarkably clear framework, exemplified by titles like Red Dead Redemption 2 for AAA, Clair Obscur: Expedition 33 for AA, Outer Wilds for Midi, and Undertale for Kei. A typical Kei game, named after Japan's small Kei cars, features 1 to 50 credited individuals and an install size under 5 GB. Midi games can be up to 10 GB with credits numbering in the hundreds, while AA games range from 10 to 50 GB with hundreds to a thousand credits. AAA games are generally 100 GB or more, crediting thousands of people. While the system effectively clarifies many classifications, it also highlights anomalies, such as Nintendo games often falling into lower categories due to platform-specific optimizations like the Switch's smaller game sizes. This suggests that while robust, the system occasionally clashes with public perception, especially for titles like The Legend of Zelda: Tears of the Kingdom, which despite its vastness, is classified as AA.

The application of this classification system reveals several intriguing trends within the industry. It indicates that truly AAA games are rarer than commonly perceived, while the AA category is experiencing a resurgence, evidenced by numerous critically acclaimed and commercially successful releases in 2025. This shift may reflect the industry's response to escalating development costs. The system also brings clarity to the 'indie' space, although the impact of publisher support or extensive voice casts on credit counts can sometimes blur the lines, pushing seemingly small 'solodev' projects into the Midi category. Despite minor complexities at the smallest scale, HushCrasher's method provides an elegant, two-axis approach to reclassify games, offering valuable insights into the evolving landscape of game production and foreshadowing future discussions on actual production budgets.