From Jason Schreier. “The plural of ‘anecdote’ is not ‘data’,” but this is some analysis from Schreier seemingly rooted in many anecdotes. The long and short of it is that development on AAA games tend to routinely hit bottlenecks where entire portions of a team are waiting for some other team to unblock them so that they can continue to get work done.
Dev teams too big and too much spent on marketing.
setsneedtofeed@lemmy.world 1 week ago
TLDR Bloated staff sizes and poor workflow management means salary costs skyrocket while a lot of people on staff are left waiting for things to do. The article keeps saying the costs aren’t just about better graphical fidelity, but I think this issue is somewhat related because a big chunk of staff are going to be artists of some variety, and the reason there are so many is to pump up the fidelity.
Not that it much matters to me personally. I said before that games have long ago hit diminishing returns when it comes to presentation and fidelity. I’d rather have a solid game with a vision, and preferably a good visual style rather than overproduced megastudio visuals. Those kinds of games are still coming out from solo developers and small studios, so it doesn’t affect me one bit if big studios want to pour half a billion into every new assemblyline FPS they make.
scrubbles@poptalk.scrubbles.tech 1 week ago
As someone who works in corporate America this is 10000% true. Giant corporations are hugely bloated, inefficient, slow, and stupid. I honestly can’t believe they are somehow the best way to do things in groups of people. I have never had less work to do than working in a huge corporation.
It’s no surprise that indie games can compete with them. Working in startups compared to huge corporations, I did more code and we got more done in shorter amounts of time vs big corps. There’s no red tape, there’s no committees or directors or people you have to please. There’s no political games, you just do your work. As simple as that. You come in, you code for 7-8 hours, you push your feature, and you go home.
In a megacorp you come in, you get 5 minutes for coffee before 3 people are pinging you on slack for some stupid downstream thing they didn’t read the manual on or was never documented, and then you have 5 hours of meetings, lunch, 2 hours of ad hoc meetings, and then Shirley has to swing by to ask you to take another HR training. So you get maybe 20 minutes of coding done in a day.
InternetCitizen2@lemmy.world 1 week ago
Libertarian mythology
Brosplosion@lemm.ee 1 week ago
The main issue corporations run into that cause this bloat is a situation like the following: Project A needs 500 people to meet schedule and workload. Project B begins spinning up and will need the same 500 at it’s peak. Project A ends and the workload is really only for 200 people on Project B. Do you lay off Project A folks you know you will need in a year? No, that’s a waste of all the talent/training/know how that was built. So you bloat and carry them until you actually need them. Still have to pay them though
ampersandrew@lemmy.world 1 week ago
Man, I wish we still got FPS games off an assembly line, and I’m waiting for indies to get out of the Quake era.
RightHandOfIkaros@lemmy.world 1 week ago
Youll probably be waiting for a while since most indies are solo devs. Its hard to make 3D models and textures of the PS2/GameCube/Xbox era quality as a solo dev in a reasonable amount of time, especially for ever object a game would need.
The programming isnt even the hard part. Its mostly the amount of time and work required for making art assets that take the longest in game developmemt.
LucasWaffyWaf@lemmy.world 1 week ago
Zortch is a neat one, less Quake and more early 2000s FPS feel. Pre-Doom 3, pre-HL2 in gameplay, but with the style of comedy and charm you’d get out of a Shiny Entertainment game. Very much a solo labor of love, and it’s only like $5 if memory serves me right.
WatTyler@lemmy.zip 1 week ago
Trepang2?