relevent links
http://www.vg247.com/2012/08/01/capps-calls-for-more-efficient-development-to-sustain-next-gen/
http://www.warhorsestudios.cz/index.php?page=blog&entry=blog_007
"Today, the world has gone crazy. Even simple short linear games are developed by hundreds of people and sometimes I really don’t have a clue what all these people are doing. You simply don’t need 300 people and 60 million dollars to make a 5 hour long corridor shooter with 5 types of weapons and 10 levels with established technology."
"Last year I received a proposal to work for one of the biggest publishers as a writer on a big franchise. They asked me what exactly I’d done in the past and so I answered that I wrote most of the game design, mission design, complete story, most of the dialogues plus I also designed controls and parts of the GUI and HUD. Of course I mentioned that I worked with other people, but I did all that stuff mostly myself. There was a moment of silence on the other side, and I believe I overheard coughing as well. ”Ehhh... We have a team of thirty people for that, sir. You would be one of them, working together with our creative director, producer, lead designer, lead level designer and lead writer.” Shit. What are all those people, plus 20 writers under them, doing on the design of a linear FPS shooter? A script for a two hour movie has 120 pages. At the speed of three pages a day I can write it in two months and rewrite it completely 6 times within a year. Who the hell needs a team of several writers to write ingame dialogues (which are usually tragically crappy anyway)? I mean what was the last game you finished and said to yourself – wow, this was a pretty damn good story."
"Yes, graphics and animations are getting more and more complex and you need more people to work on them, so it costs more money, but not that much. And yes, some of the games are so big, that they must be made by hundreds of people, but most of today’s development is just wrong. Fifteen years ago, when you needed to model a wooden box, it was just a box with a very small texture. Today it could have thousands of polygons and several huge textures and normal maps. But... Fifteen years ago, there was no Google, ZBrush, digital cameras, CGtextures, Crazybump, 30 inch diplays or Cintiq tablets."
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