this post was submitted on 12 Jan 2025
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Okay, game budgets are bigger because of massive teams and longer development cycles.
Not sure we got a good explanation for that though. Graphical fidelity is "only part of it", what's the rest? Is it really just game scale? Open worlds are not that new at this point. And the bigger ones tend to feature lots of copy-pasted content and boring shopping list designs. Are the new ones really bigger enough that they need ten times the team?
Every times I watch Ubisoft credits for a game (which has been much more rare lately, admittedly), the part of it that was for people actually making the game goes smaller and smaller. Even in the 2010's you'd already have 30-minutes long credit rolls, with most of it marketing, and a bunch of executives. This was even more obvious on the games that are definitely not larger scale.
I think it's an inherent problem with team scale. You can generally work faster when you know everyone that will use your code and you know exactly where and how it will be used. However if three thousand people will work with your code it has to be a lot more generic and water-tight. Adding more people to the team means that the rest of the team will work slower. You can't add more people to the orchestra and have it played faster.
You can't get nine pregnant women and expect one baby in one month.