• Psionicsickness@reddthat.com
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    5 hours ago

    3,000 motherfuckers work on COD with $200k salaries and they produced that bloated, dogwater mess? I need to change careers.

  • brsrklf@jlai.lu
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    5 hours ago

    Okay, game budgets are bigger because of massive teams and longer development cycles.

    Not sure we got a good explanation for that though. Graphical fidelity is “only part of it”, what’s the rest? Is it really just game scale? Open worlds are not that new at this point. And the bigger ones tend to feature lots of copy-pasted content and boring shopping list designs. Are the new ones really bigger enough that they need ten times the team?

    Every times I watch Ubisoft credits for a game (which has been much more rare lately, admittedly), the part of it that was for people actually making the game goes smaller and smaller. Even in the 2010’s you’d already have 30-minutes long credit rolls, with most of it marketing, and a bunch of executives. This was even more obvious on the games that are definitely not larger scale.

    • bigboismith@lemmy.world
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      3 hours ago

      I think it’s an inherent problem with team scale. You can generally work faster when you know everyone that will use your code and you know exactly where and how it will be used. However if three thousand people will work with your code it has to be a lot more generic and water-tight. Adding more people to the team means that the rest of the team will work slower. You can’t add more people to the orchestra and have it played faster.

      • sprittytinkles
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        28 minutes ago

        You can’t get nine pregnant women and expect one baby in one month.

      • kippinitreal@lemmy.world
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        29 minutes ago

        Spot on. I’d summarize your comment as “Scope & vision” within the team. An excellent counterpoint to bloated AAA games is Hello Games & No Man’s Sky

  • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️@yiffit.net
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    5 hours ago

    I kinda had the feeling it was the payroll for the art department when I really started to take note of how long credits for a video game are compared to a movie, as well as seeing hundreds, even thousands of people working on the art assets, and maybe only 5 people working on the programming. Not to mention some of these positions have 6-figure incomes.

    It also explains why games can look super good but are sometimes mechanically/technically flawed to hell. All the focus is on making it look pretty, but then held together with used gum and scotch tape.

    • Viri4thus@feddit.org
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      3 hours ago

      Wait, but we had recently a feature from PMG on YouTube showing how a significant portion of the art of devs like the coalition and Naughty Dog being contracted to sweatshops in Asia. So basically game development budgets are to pay a handful of talented programmers and the friends of the art and writing department while sweatshops do the work. Mega lol, we have bay area entitled shitheads playing ping pong in the office and adoring Elon while costing millions while the people who do the work are getting abused across the planet…