Rebellion makes big games, but not that big.

How do you organize a game that has 2,000 people working on it?

I mean, with the general state of AAA gaming these days I have to assume they don’t. Have you seen some of the shit that’s been coming out?

dinckel
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2922d

I can’t imagine ever working on any project that large. Most of your people will essentially have zero communication with each other, and release a half-assed overbudgeted product as a result

@[email protected]
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1122d

Most of your people will essentially have zero communication with each other

does the texture artist really need to communicate with the advertising co-ordinator?

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22d

But does the texture artist need to talk to the modelers? Of course. Do they need to talk to people in sound design? Maybe. What about game engine and programming? Maybe. What about writers? Maybe.

The fact is, you’d probably have a better product at the end of the day if everyone were able to coordinate their efforts.

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22d

Not everyone needs to talk to everyone. But many people need to talk to many people.

Microsoft had to abandon the initial Vista project and start over because they couldn’t manage a team of 1000 developers. People working on adjacent features had to go through so many layers of management that in some cases the closest shared manager was Bill Gates. For something like getting a change in the shutdown code reflected in the shutdown dialog.

Huge teams become exponentially harder to manage efficiently.

Tony Bark
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422d

Ugh… Don’t get me started.

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