Masahiro Sakurai has been at the heart of game development since the early ’90s, a time when even the biggest titles were crafted by small teams. Over the decades, he’s dedicated himself to beloved franchises like Kirby and Super Smash Bros., and recently expressed concerns about how the massive development crews of today might be dampening individual pride among creators.
During a conversation with the Japanese outlet 47NEWS, translated by GamesRadar+, Sakurai shed light on how to maintain enjoyment in game development. He noted, “Talking specifically about game development, it’s very satisfying to see the results of your hard work. You don’t get this when working in a team and it can be really frustrating. For example, when a pixel artist draws a picture by themselves then they of course finished it. But when managing a team, it’s often difficult because you have to keep talking about what kind of pixel art is suitable.”
Sakurai highlighted how individual contributions can sometimes blur within larger teams. “There is work that clearly shows your results and work that doesn’t,” he elaborated. “It’s difficult if you can’t find a sense of accomplishment in the final product.” He believes this issue is magnifying as teams grow. “I feel like this is getting more difficult with large-scale games,” he stated. “Staff size is rapidly increasing into the hundreds. The sense of fulfillment gained from making something by yourself is different from something made as part of a group. What you are meant to do is also changing.”
His own career serves as a testament to his concerns. For instance, the credits for Kirby’s Dream Land, his debut game, only list 14 names. In stark contrast, the credits for his latest title, Kirby Air Riders, encompass a staggering 908 individuals. It’s no wonder that one might feel rather anonymous amidst so many team members.
Moreover, Sakurai’s sentiments resonate with others in the industry. Former Assassin’s Creed creative director Alexandre Amancio recently criticized AAA studios, claiming they “mistakenly” throw large teams at issues, suggesting that the future lies with smaller groups. Even Hideo Kojima has praised teams like those behind Clair Obscur: Expedition 33 for their “ideal” size. Of course, this view isn’t without its complexities. The conversation sparked by the exact size of the Expedition 33 development team revealed how even smaller teams often rely on significant support from contract studios and publishing staff. It raises the question of whether it’s too late to revert the trend of massive development teams, even as truly small teams continue to excel in their craft.
Despite his monumental successes with titles like Kirby and Super Smash Bros., Sakurai remains humble, reflecting that he doesn’t consider himself a “hit maker,” and expresses envy towards other developers for their breathtaking creations.
