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Feature: Developers Roundtable
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SimHQ:
Since games are more complicated are more or less developers
required on a project these days as opposed to the late 80s
and 90s? If the answer is yes, how much does this affect your
decision making process when it comes time to consider making
a new game?
Martin
(Battlefront): If you ask me, the answer is no. While
games become without a doubt more and more complicated, the
tools at our disposal become more and more powerful, increasing
the productivity of even a fairly small team. There is no
need for ever increasing dev teams. Its only the desire
of publishers to release games quicker and packed with even
more features (a one of them will stick and make the
game more successful approach replacing good game design)
and even nicer graphics that is driving the dev team explosion.
And its based on the entirely false assumption that
a hundred people can finish a game ten times faster than ten
people, and make it ten times better.
David
(Matrix Games): I believe this question is oversimplified.
Due to technological changes a small development team can
now make a game that would be considered good by most standards.
However, to create a state of the art game a larger development
team is now required. Take Starshatter, by Matrix Games, for
instance. A single man development team created a space simulation
that is on par with nearly every other space sim on the market.
On the other hand, some other products require much larger
teams than the standard 3-5 man teams that were prominent
in the 80s and 90s. The decision when it comes to making a
new game always boils down to a question of Can the
addition of more manpower move enough units to justify him.
It has a lot to do with how big we anticipate the market is
and how much diminishing return is experienced from the addition
of more crew.
Chris
(Lead Pursuit): We have around 20 developers, each with
a particular area of expertise obviously. As it's our first
release, we cannot go retrospective. However, it seems that
as time marches on, gamers expectations increase (boy
is that true!) and therefore additional talent is required
in the pool if the existing team is unable to meet those demands.
Rick
(XSI): I would imagine that the majority of game developments
large or small require an enormous amount of decision making,
a huge process within itself. In the closing stages, decisions
where made because of budgetary constraints, and the reality
is that every inch of the development process is extremely
complicated and incredibly difficult. With the new breed of
flight sim developers, the revamped business model becomes
a developers biggest asset, as it allows you the room to structure
and to be much more selective in picking and molding a team,
developing your product and then bringing it to market
New ideas must constantly be developed for this standard to
be viable and practical well into the future.
Al
(eSim Games): I think that customer expectations are so
high, that it does require more manpower even in the
niche market that we occupy. People can't help but notice
what's being done in the latest AAA title, and their expectations
for all titles are inevitably raised. It doesn't help when
the the US Government spends tens of millions of dollars to
develop and distribute free games, either. That simply perpetuates
the consumer attitude of wanting everything and expecting
to pay nothing.
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Coming
tomorrow in Part 2 of Developer's Roundtable:
"Is the mutliplayer or single player aspect more important
in success of new release?"
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