It may make sense to just let someone who is writing a quest write a few lines for certain character who will have small parts for a lot of things, like companions or questgivers, and let whoever is in charge of that character make sure it fits/tweak it latter. For example, were the New Vegas Quests "Things That Go Boom" and/or "Kings' Gambit" made by different people, it wouldn't be too crazy to let the writer(s) of each of those quests write at least a rough draft for the needed lines of Ambassador Crocker. Something tells me that's not what was happening though.Why do you need that many writers, and why do you need to split one character's dialog between multiple writers?
The games he was working on weren't RPGs and had no quests, but multiplayer FPS with some characters that needed a bunch of iconic lines.Something tells me that's not what was happening though.
Is this because small studios were originally managed by one of the former devs, and as the company grew the original manager couldn't handle it? So basically the result of growing too fast?This was already an important topic long time ago when I brushed with the industry. One of the main issues is completely incompetent management. You'll even find in some of Tim Cain's videos how casually he talked about hiring people with no qualification in such positions or how he handwaves big mistakes he did when he was management. I had the impression he just doesn't know any better which means he never met in his career competent "suits".Devs will have to start thinking about process optimization, cutting costs, etc.
Usual result is they'll slow the development even more while trying to improve it, or at the very least generate overtime for no reason.
The Agile Manifesto and its consequences have been a disaster for the human race.Also Scrum
Uncharted 2 dev time - 22 monthsFor example, Naughty Dog’s Uncharted 2: Among Thieves, released in 2009, cost $20 million. The studio’s most recent game, 2020’s The Last of Us Part II, cost $220 million.
It's not agile, or waterfall, or whatever system. It's the management abusing them.
Sounds reasonable, but why has the cost increased tenfold? Are they redesigning ten times as much now as when better, classic games were made?The high cost is usually due to re-re-re-re-re-re-design.
Not sure I followed, do you mean that massive budget was spent on advertizing?In the case of games with massive budgets that do ship on time, that is mostly due to marketing.
It's because they work on a fully functional prototype instead of simply designing a game on paper or making a basic skeleton.Sounds reasonable, but why has the cost increased tenfold? Are they redesigning ten times as much now as when better, classic games were made?
I doubt Bloodlines 2 had that many art assets done. They screwed up Mitsoda, and they fucked up development.It's because they work on a fully functional prototype instead of simply designing a game on paper or making a basic skeleton.Sounds reasonable, but why has the cost increased tenfold? Are they redesigning ten times as much now as when better, classic games were made?
And then they scrap a full year's of work to re-design everything from gameplay systems to artstyle to level design.
And then they do it again next year.
And then they do it again next year.
And so you end up with years worth of aborted labor that will never see the light of day, but that people were still paid full salaries for. Complete waste.
It's because they work on a fully functional prototype instead of simply designing a game on paper or making a basic skeleton.Sounds reasonable, but why has the cost increased tenfold? Are they redesigning ten times as much now as when better, classic games were made?
And then they scrap a full year's of work to re-design everything from gameplay systems to artstyle to level design.
And then they do it again next year.
And then they do it again next year.
And so you end up with years worth of aborted labor that will never see the light of day, but that people were still paid full salaries for. Complete waste.
Kurosawa was also famous for painting his movies before he shot them.It's because they work on a fully functional prototype instead of simply designing a game on paper or making a basic skeleton.Sounds reasonable, but why has the cost increased tenfold? Are they redesigning ten times as much now as when better, classic games were made?
And then they scrap a full year's of work to re-design everything from gameplay systems to artstyle to level design.
And then they do it again next year.
And then they do it again next year.
And so you end up with years worth of aborted labor that will never see the light of day, but that people were still paid full salaries for. Complete waste.
Speaking of designing on paper first (or having a real design document), directors or lead designers should probably take up drawing. At least get good enough that they can present ideas visually. Often better than relying on a concept artist to understand what you want, and obviously cheaper and quicker. Almost no one draws anymore because of technology.
Ridley Scott's sketches:
Were Team Ico's storyboards drawn by the director? I know the book is called "The World of Fumito Ueda," but I don't have it and am unclear on what he drew.
https://teamico.fandom.com/wiki/Shadow_of_the_Colossus'_Alternate_Ending
No point here. No generation was ever willing to work insane hours for little to no compensation. They didn't work insane hours for little to no compensation in the 80's/90's either, except Cleve - but he got compensated by being right, making others look like idiots, and making a name for himself. Now he's (in)famous!One "issue", though, is that people in general are no longer willing to work insane hours for little to no compensation - or even at all.
I guess next versions of game engines Unreal6/Unity 7/Cryengine should make better tools to get things done quickly.
That is a severe hiring and HR problem there, and i would "performance improvement plan" then sack whomever pushed back on that.-Coders refuse to have a public "bug board" (where all the game's biggest bugs are posted w/ names attached to work on them) because they felt personally attacked by it
Throw in taxes and its fairly normal for the cost to the company to be at least twice what your salary is.Total compensation does not equal actual salary. Depending on location and other factors, your company-supplied health insurance and other benefits could easily clear 30% - 40% of your paid salary. That's not even including other overhead.Making 15k a month sounds insane, if I earned that much I'd be a millionaire in a decade!
I remember learning my total comp package at my last corporate job and it was eye-opening. They paid way too much for me to surf the internet for 8 hours a day.
The great irony is that Ayn Rand, the arch-capitalist, would agree with you on this point.A developer's primary motivation should never be about money. Sure, it should always be a consideration, but never a goal in of itself.
Any true creative's primary goal should be forcing reality to reconcile with their own mad ravings, to smash aside the pale, timid souls that claim to be their competitors, and to dominate your field utterly and thoroughly like the conquerors of old.
I am happy, you, uhm... actually believe thatI worked pretty hard for little money, and my compensation was future earnings. Someday I'll get that money!
No doubt about it. The general amount of real talent in the industry was watered down by a ton of people being allowed in who probably shouldn't be.(Also it seems games cost too much because of poor project management. Not keeping teams focused on goals, expenses, and squandering talent.)
Drawing might as well be black magic to me. And it's a shame too because I do have ideas I feel are great, but have no way to depict them without spending literal thousands for a professional to do it for me.It's because they work on a fully functional prototype instead of simply designing a game on paper or making a basic skeleton.Sounds reasonable, but why has the cost increased tenfold? Are they redesigning ten times as much now as when better, classic games were made?
And then they scrap a full year's of work to re-design everything from gameplay systems to artstyle to level design.
And then they do it again next year.
And then they do it again next year.
And so you end up with years worth of aborted labor that will never see the light of day, but that people were still paid full salaries for. Complete waste.
Speaking of designing on paper first (or having a real design document), directors or lead designers should probably take up drawing. At least get good enough that they can present ideas visually. Often better than relying on a concept artist to understand what you want, and obviously cheaper and quicker. Almost no one draws anymore because of technology.
Ridley Scott's sketches:
Were Team Ico's storyboards drawn by the director? I know the book is called "The World of Fumito Ueda," but I don't have it and am unclear on what he drew.
https://teamico.fandom.com/wiki/Shadow_of_the_Colossus'_Alternate_Ending