"The best growth is very slow. It's keeping the core vision intact."
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Hiring 50 people. The most effective way to ensure a 3 month delay minimum in whatever it’s you’re trying to accomplish. More realistically between 9 and 18 months of delay. As training, project restructuring, familiarization, meetings and change management meetings take control of all the company’s time, as restructuring always takes longer than pessimistic forecasts. Also known as the MBA induced death spiral.

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I’ll remember that. The MBA induced death spiral.

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The only way hiring people will help you develop faster is if either:

  • ramp up time is insignificant compared to project time and you don’t hire so many you hit communication overhead.
  • you’re hiring people to do all the other stuff the people working on the project were also doing. I don’t think game devs typically have four systems in the maintenance lifecycle while they also develop new stuff, so that means you’re hiring a few IT folks to wrangle the weird office issues programmers wander off and deal with, a sysadmin, and like, 45 lunch delivery people.

I’ve had the first one work once, when we had a year+ project timeline. Hired one person, took them a week to get started, a month to be properly contributing and maybe another to be up to speed. We were a four person team, so not much overhead.
The second one is the dream of every manager who finds themselves with a contractor budget. I have yet to see it work the way they want. The only way I’ve seen it work is when you tell an established team that some other teams maintenance project is now their maintenance project, and eat the sharp increase in timelines for that maintenance work.

slazer2au
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Not to mention the layoffs as the game naturally dwindles from age.

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That’s the interesting part. Massive layoffs is not a rare or extraneous result, it is the only possible result from the “hire 50 people now to get it done faster” mentality.

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