By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Wyrdness said:
curl-6 said:

Rare may have been smart enough to divide their workforce, but they were still just a single studio that wasn't overly big. Maybe the Zelda guys could learn a thing or two and have separate teams to curb their drawn out production cycles. As for Motion Plus, that was in a useable form back at E3 2008, over three years before Skyward Sword's release, so that doesn't fly as an excuse for SS taking 5 years.

And even if we pretend for a moment that HD level graphics are not demanding to make (they are, obviously, this is common knowledge) then how do you excuse Zelda U's 5 year cycle? "Dungeons" and "mechanics" and "bosses", elements that in their current form date back largely unchanged to the 1990s?

Rare were a big developer and had been since the 80s, this isn't a small studio they had over 200 employees before people left this is comparable to some publishers and big companies of the time you're flat out lying here or maybe you really don't know what you're talking about, the 3 teams would have been bigger in size to many small studios themselves.

Mate your argument on WMP is highlighting desparation, SS already had its design and concepts in place before WMP was useable the more you reply the more you're showing you're out your depth here, the whole programing, animations and design would have had to be redone to work well with WMP. Graphics aren't as demanding to do companies can do them easy it's balancing resources on hardware that is hard, this why a number of games when first shown are often better looking then when they release.

200 people isn't big at all by current standards, because today's games take far more manpower to make, which is the whole point.

And WMP was in a finished state mid 2008, so even if what you're saying were true, that only makes the fact that SS took a further three and a half years to come out all the more inexcusable.