ZyroXZ2 said: While a large size does allow you to compartmentalize your staff into divisions/departments, you're missing over the fact that the overhead for personnel is quite large. It boils down to the fact that in the real world, two people working on one thing is not twice as fast as one person working on it. It's faster, but does not follow a linear growth scale. This means, while you get it done faster, you doubled the resources to do it. If I pay two people $15/hr each, they'll get the work done faster, but not twice as fast as one person. In fact, I could pay the one person $20/hr and he'd be a happier employee, and happy employees are always the most efficient, hahaha! This is barring the actual ability of the employees, but assuming they're going through a proper hiring process to filter them to a standard, acceptable level, what I'm saying CAN dramatically increase the budget just because the team has grown to 200 people or so, costing nearly 4 times as much as 50 people, but not getting it done 4 times as fast... People are expensive, plain and simple! |
Obviously, but you're talking about individual teams getting larger, rather than the number of teams increasing. Which is what actually needs to happen to start producing games more quickly.
What you're described is unchecked hiring of redundant staff. Which is not what anyone is suggesting should be done.
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