Viper1 said:
richardhutnik said:
Viper1 said: Tim has a point. The studios that can best hold onto talent by moving them to new projects once another project is complete tend to have the best overall products. Those that hire and cut per project eventually end up with lower quality products because the only people they can hire are fresh out of school. Veterans know not to touch those studios. |
There are economic pressures that cause companies to not want to have staff around being an expense, when there is nothing going on. I posted this thread having to ask what the costs are. Some see it as liberating, but I have to wonder the toll things take, and how a society would function if no one had long-term employment. We have an entire middle class in America built on people having stable jobs and taking out mortgages, and staying put.
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That's why it's a good business model to have a studio that can work on multiple projects with different launch periods. You never need to lay off staff. As one project is complete, that excess staff goes to work on the other project that is now ramping up for its completion....and then back and forth.
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Small studios aren't able to do this though, as is likely the case with Double Fine. A mid-sized studio can actually. There is also the case of getting properly funded and so on.
The effect is stuff like Backbone, which is arguably the top studio in emulation laying off:
http://www.gameinformer.com/b/news/archive/2012/10/09/layoffs-hit-backbone-entertainment.aspx
They are currently working on Dance Central 3, and also Midway Origins.