:walking-dead: Don't believe his lies etc etc :walking-dead:

  • macabrett
    ·
    2 years ago

    No idea how true this is anymore, but they did always keep a surprisingly small development team. I think Skyrim had about 100 people work on it?

    • booty [he/him]
      ·
      2 years ago

      small development team

      100 people

      modern video games were a mistake

      • macabrett
        ·
        2 years ago

        Agreed, but that's still an incredibly small team for a game of that scale.

        • KobaCumTribute [she/her]
          ·
          edit-2
          2 years ago

          Dev studio scales are weird. Like NMS has a dozen or so people working on it, turning out regular updates that are a bit small but still impressive for so few people. Then there's Bungie, with its ~800 employees now turning out stuff that's kind of big but always feels half finished, or BHVR with its ~800 employees who turn out a single killer and 1-2 survivors every 3 months (although it has multiple studios and only one of them is working on DbD, DbD is its only particularly successful game).

          Then there's CIG that I'm pretty sure has over 1,000 employees that turn out fuck all on an extremely slow timescale.

          • Goblinmancer [any]
            ·
            2 years ago

            Tbf for killers they need to make deals to get licenses.

            Still cant forgive the newest killer looking lkke your average 2000s female character design.

      • boog [none/use name]
        ·
        edit-2
        2 years ago

        Not that weird when you consider all the different roles that are needed. Programmers, concept artists, technical artists, 3d environment artists, 3d character artists, riggers, animators, special effects artists, sound designers, voice actors, writers... and a whole lot more I'm probably forgetting.

        • booty [he/him]
          ·
          edit-2
          2 years ago

          Needed? Are you sure? Because tens of thousands of great games have been made without all these hyper-specific roles filled by different individuals who all need absurd scaffolds of management to try to keep them together on one task

          Concept art used to be a thing artists did as just part of the process, now it's an entire full-time job? That you need multiple people doing on one project? Why?

          • boog [none/use name]
            ·
            2 years ago

            Needed? Are you sure?

            For the level of graphical quality that is asked for in AAA games? Yes, absolutely. The higher the level of production, the more specialized and numerous the roles.

            Because tens of thousands of great games have been made without all these hyper-specific roles filled by different individuals who all need absurd scaffolds of management to try to keep them together on one task

            Great games, sure, but we're talking about AAA-quality games. Games that need incredibly high levels of artistic and technical skill to produce.

            Concept art used to be a thing artists did as just part of the process, now it’s an entire full-time job? That you need multiple people doing on one project? Why?

            Concept art is one of the jobs that is most necessary in a AAA production pipeline. Honestly, the only jobs that people should raise their eyebrows at in gaming are the purely managerial ones.

            • booty [he/him]
              ·
              2 years ago

              For the level of graphical quality that is asked for in AAA games? Yes, absolutely.

              games made by 200 people look like trash in 5 years, games made by 3 people look beautiful in 30 years. really makes you :thonk:

          • CanYouFeelItMrKrabs [any, he/him]
            ·
            edit-2
            2 years ago

            Some artists like doing concept art or just one specialized task so they got a role at a big team. Some want to do a bit of everything ( like the ones where I am) so they go to a smaller team