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Kyros said:
this graph made by Factor 5 is interesting


On the other hand Factor5 possibly just sucked. Throwing more developers at a project that is already late seldom solves any problems but makes them bigger. LittleBigPlanet developers said that the emphasis on huge teams is overdone.

In the end nobody is forced to make hugely expensive games. They do not need motion capturing, hugely detailed textures, great shaders, if you want to make simple games you can make this even more easily than on lower powered consoles because you don't have to optimize. The only problem is: these games do not sell because other developers have all these things.

Another big factor IMO is that the first game on the new gen will always create a big overhead. You have to train developers, create tools, make every artwork and shader from scratch because you cannot reuse anything. This will be much less painful with the second (and depending on lifecycle length) third game of each developer.


To a certain extent you're correct in that the focus on large development teams is one of the main factors to out of controll budgets, the fact is that the quantity and quality of 3D content that is required to produce a modern videogame requires a huge number of man hours; which means either a large development team or a long development cycle. Many HD games to date have gotten around this by simply shipping games with far less content (occasionally as little as 4 to 8 hours of gameplay) but the budgets are still very large; if these games were to offer the same 15 to 30 hour single player experience with a large and diverse collection of multiplayer modes that was available in previous generations these games would end up with $50+ Million budgets regardless of what tools they develop, and what pre-existing content they have access to.