With a budget far below typical AAA titles, Sucker Punch proves big games don’t need blockbuster spending to succeed.
It looks like Ghost of Yōtei will be one of the most-anticipated games of the year. But what people are most interested in is the story, not the images, gameplay, or world design. If Yōtei and Ghost of Tsushima want to be thought of as possible games of the year, they need to make a moving story that sticks with players, along with beautiful settings and smooth gameplay.
The gameplay that came out showed a lovely world with rivers, bright colors, and loud music. That’s kind of how this one felt, too. It wasn’t so much a demo of how to play as it was a statement: this is the world Sucker Punch has made, and you’re going to love it. But just how much are they spending on a single game?
Ghost of Yōtei, Sucker Punch’s future game, is looking like it will make money thanks to a surprisingly low budget for development. According to a report by Push Square based on a conversation with studio head Brian Fleming, the budget for the sequel is about the same as the budget for the first game, Ghost of Tsushima, which was said to have cost around $60 million to make.
Even though $60 million is still a lot of money, it is a lot less than other big-budget games on the market. Spider-Man 2 supposedly cost $300 million to make, and Naughty Dog’s upcoming game Intergalactic is said to be the studio’s most expensive game ever. Even so, Sucker Punch seems to be making good games without spending a lot of money.

The success of Ghost of Tsushima shows how cost-effective it is. As of September 2024, about 13 million copies of the game had been sold, making Sony and Sucker Punch a lot of money. Since the second game is likely to do just as well, the studio should easily get its money back.
Fleming’s words show that Sucker Punch’s way of making games might be a good way to manage costs without sacrificing quality. While other companies spend way too much, Sucker Punch seems to carefully watch their costs while still making visually stunning and interesting games.
People in the business world are keeping a close eye on Sucker Punch to see if they can keep up these cost-cutting strategies in future projects besides Ghost of Yōtei. It remains to be seen whether the studio can maintain the same costs as technology and goals evolve.
Right now, it’s clear that Sucker Punch’s approach shows that big AAA games don’t need huge funds to be successful. This could be a model for long-term game development in a time when production costs are always going up.