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JayWood2010 said:
TiagoCosta said:


Banjo was in the works for years and years.  It started as Banjo 3, turned into a kart racer, and then back into nuts and bolts.  Look into the history of the game.  After a while yes i would assume MSFT said it has to be done.

There you go.. it took years, money for the project yearly. 

AAA game. 



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TiagoCosta said:
JayWood2010 said:

There you go.. it took years, money for the project yearly. 

AAA game. 


Not exactly how that works.  They were working on a ton of different projects while working on banjo including canceled games.




       

shikamaru317 said:
Doesn't Rare currently have 250 developers? 


Subtract by about 130-150.  

Theyre roughly 100-120 people and then temps




       

shikamaru317 said:
JayWood2010 said:
 

Subtract by about 130-150.  

Theyre roughly 100-120 people and then temps

Wow, those layoffs after Kinect Sports Rivals must have been bigger than I thought, pretty sure they had 250 devs before those layoffs (including some temps I think). I figured MS would have staffed them back up since then, guess not.


no, they werent.  It was about 10-20 people.  They are usually staffed by about 120 people and 80 temps.  Before and after the layoffs




       

Quantum Break this time. Ever since its reveal it has been one of the games I've been most interested in; and though information recently has been limited, I doubt that will change anytime soon. Here's hoping for a lot more information soon.

Also I might have said it before but nice avatar Jay! Might not have realized that it was a game or a project without you so thanks.



 

Here lies the dearly departed Nintendomination Thread.

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shikamaru317 said:
I have to say, 120-130 devs is almost tragically low for a developer of Rare's talent. If you ask me they should have 3 teams, 2 that are 75-100 man, 1 of which develops new games from Rare's biggest classic series going forward (Banjo, Conker, Perfect Dark, etc.), the other developing new AA/AAA IP moving forward. The 3rd team would be about 30-50 man, and would work on a mixture of Rare's classic smaller IP (Battletoads, Viva Pinata, etc.) and new smaller IP moving forward.


As i said, its about 200 in total.  That means it would be 60-70 devs on each project if its 3 (if they are all of the same calibre which is doubtful).   Viva Pinatas took abouut 30-40 people to make if i remember correctly.  That leaves 160 people left to work on other projects.  

From what we know, one game is using Unreal Engine 4.  The other is working on Unity.  If there is a third i dont know much about it, but lets just hypothetically say they are the ones that are working on Battletoads.  Id imagine that would need no more than 30 people to make leaving 170 left over.  Then 80-100 working on the new ip. Minumum that would leave 50 people left over.

What matters is how they devote their time and assign the right amount, as well as the right people.  But 200 people is plenty to use.  As i said, most of the games rare works on doesnt require the same man power as big AAA games.  id imagine Perfect Dark would if they decided to do that though.  But the new game theyre working on could be a big AAA game, idk yet




       

Well the ones who did a great job at Rare now make the Ukelele prjoect :s



Cyber punk



Ltd predictions by the time 9th Gen comes out

Ps4:110million

Xbox one :75 million( was 65) 

Wii u: 20 milliion

Cyberpunk features a girl with boobs so I'll go for that.

Very technical analysis.



 

Here lies the dearly departed Nintendomination Thread.

Ka-pi96 said:
Conegamer said:
Cyberpunk features a girl with boobs so I'll go for that.

Very technical analysis.

I'm pretty sure girls with boobs aren't exclusive to Cyberpunk

Tch. You and your "technicalities". 



 

Here lies the dearly departed Nintendomination Thread.