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JazzB1987 said:

clusterfuck.

Farcry was made by a handful of people and was the best looking game in what? 2003?

Todays mainstream games are made by 100000 people working on 3 different continents where e.g 90% of the team in 1 studio does not know what the other teams are doing and then you have 10 people doing the same thing at once and design does not match or its redundant because the other team already finished it or when development changes direction it takes ages to inform all the workers and then you have hours of work directly going into the trash can. Its inefficient its uncoordinated. They dont know what economizing is.

Then you have 100000 suvervisors etc flying around in planes or driving around in cars all day long just to check how studio A is doing compared to studio B etc. Probably half of that is useless to the game because its just the STUDIO B version of a person and his/her job in STUDIO A.

What I mean by this is lets say I have a company that consists of 10 people. Instead of having them all in 1 building I have 2 buildings and then I need twice as many security people and twice as many janitors etc and twice as many supervisors etc. Just wasted money.

I mean how do they start development? "go design some Assassin" and then you have 2000 people designing assassins and then 1 month later the game designers come and say. "We want a Assassin with a white hoodie and its in the year 1200 etc. and he needs this type of weapon and this type of gear etc."
90% of the work is wasted then.

This is probably why most Ubisoft games lately have sucked. They realy need to trim the fat and coordinate better. The Crew and Assassin's Creed Unity both play like they were born out of the situation you describe. Why on Earth does Ubisoft spread development out so much when other publishers don't?