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  3. Rebellion CEO seems kind of awed by major studios making massive videogames: 'How do you organize a game that has 2,000 people working on it?'

Rebellion CEO seems kind of awed by major studios making massive videogames: 'How do you organize a game that has 2,000 people working on it?'

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  • tonytins@pawb.socialT This user is from outside of this forum
    tonytins@pawb.socialT This user is from outside of this forum
    [email protected]
    wrote on last edited by
    #1
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    kolanaki@pawb.socialK 5 R subignition@piefed.socialS K 7 Replies Last reply
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    • tonytins@pawb.socialT [email protected]
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      kolanaki@pawb.socialK This user is from outside of this forum
      kolanaki@pawb.socialK This user is from outside of this forum
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      wrote on last edited by
      #2

      How do you organize a game that has 2,000 people working on it?

      I mean, with the general state of AAA gaming these days I have to assume they don't. Have you seen some of the shit that's been coming out?

      tonytins@pawb.socialT D ? 3 Replies Last reply
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      • kolanaki@pawb.socialK [email protected]

        How do you organize a game that has 2,000 people working on it?

        I mean, with the general state of AAA gaming these days I have to assume they don't. Have you seen some of the shit that's been coming out?

        tonytins@pawb.socialT This user is from outside of this forum
        tonytins@pawb.socialT This user is from outside of this forum
        [email protected]
        wrote on last edited by
        #3

        Ugh... Don't get me started.

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        • kolanaki@pawb.socialK [email protected]

          How do you organize a game that has 2,000 people working on it?

          I mean, with the general state of AAA gaming these days I have to assume they don't. Have you seen some of the shit that's been coming out?

          D This user is from outside of this forum
          D This user is from outside of this forum
          [email protected]
          wrote on last edited by
          #4

          I can’t imagine ever working on any project that large. Most of your people will essentially have zero communication with each other, and release a half-assed overbudgeted product as a result

          skullgrid@lemmy.worldS 1 Reply Last reply
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          • tonytins@pawb.socialT [email protected]
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            5 This user is from outside of this forum
            5 This user is from outside of this forum
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            wrote on last edited by
            #5

            Open Source does it all the time, just with a slower pace.

            tonytins@pawb.socialT 1 Reply Last reply
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            • tonytins@pawb.socialT [email protected]
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              R This user is from outside of this forum
              R This user is from outside of this forum
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              wrote on last edited by
              #6

              By crushing the spirit and exploiting the hell out of passionate workers.

              M 1 Reply Last reply
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              • 5 [email protected]

                Open Source does it all the time, just with a slower pace.

                tonytins@pawb.socialT This user is from outside of this forum
                tonytins@pawb.socialT This user is from outside of this forum
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                wrote on last edited by
                #7

                Excluding the "Open Core" projects, those people don't normally have management breathing down their necks.

                V 1 Reply Last reply
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                • tonytins@pawb.socialT [email protected]
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                  subignition@piefed.socialS This user is from outside of this forum
                  subignition@piefed.socialS This user is from outside of this forum
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                  wrote on last edited by
                  #8

                  The rarest human resource there is: good management.

                  D 1 Reply Last reply
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                  • tonytins@pawb.socialT [email protected]
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                    K This user is from outside of this forum
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                    wrote on last edited by
                    #9

                    So what I really want is a game that gives me a sense of achievement, and with the vaguest possibility that I actually might finish it. And so it'd be really interesting to know how many games are actually finished, and how many games are just abandoned by what proportion of people.

                    It can be fun to go to an achievement/trophy tracker and compare the numbers for the awards for first and last story missions.

                    For GTA5 some numbers are:

                    • Welcome to Los Santos: 1,736,456
                    • To Live or Die in Los Santos: 565,297

                    For Assassins Creed Odyssey:

                    • This is Sparta: 417,003
                    • Odyssey's end: 207,371
                    1 Reply Last reply
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                    • subignition@piefed.socialS [email protected]

                      The rarest human resource there is: good management.

                      D This user is from outside of this forum
                      D This user is from outside of this forum
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                      wrote on last edited by
                      #10

                      Or bad management and it's an inefficient mess that simultaneously breaks its workers.

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                      • D [email protected]

                        I can’t imagine ever working on any project that large. Most of your people will essentially have zero communication with each other, and release a half-assed overbudgeted product as a result

                        skullgrid@lemmy.worldS This user is from outside of this forum
                        skullgrid@lemmy.worldS This user is from outside of this forum
                        [email protected]
                        wrote on last edited by
                        #11

                        Most of your people will essentially have zero communication with each other

                        does the texture artist really need to communicate with the advertising co-ordinator?

                        C J 2 Replies Last reply
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                        • skullgrid@lemmy.worldS [email protected]

                          Most of your people will essentially have zero communication with each other

                          does the texture artist really need to communicate with the advertising co-ordinator?

                          C This user is from outside of this forum
                          C This user is from outside of this forum
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                          wrote on last edited by
                          #12

                          But does the texture artist need to talk to the modelers? Of course. Do they need to talk to people in sound design? Maybe. What about game engine and programming? Maybe. What about writers? Maybe.

                          The fact is, you'd probably have a better product at the end of the day if everyone were able to coordinate their efforts.

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                          • tonytins@pawb.socialT [email protected]

                            Excluding the "Open Core" projects, those people don't normally have management breathing down their necks.

                            V This user is from outside of this forum
                            V This user is from outside of this forum
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                            wrote on last edited by
                            #13

                            open core isn't open source, imo.

                            tonytins@pawb.socialT 1 Reply Last reply
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                            • V [email protected]

                              open core isn't open source, imo.

                              tonytins@pawb.socialT This user is from outside of this forum
                              tonytins@pawb.socialT This user is from outside of this forum
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                              wrote on last edited by
                              #14

                              That's why I put it in quotes.

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                              • tonytins@pawb.socialT [email protected]
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                                wrote on last edited by
                                #15

                                This is the guy who has an awesome medieval history channel on YouTube. Seems like a really down to earth bloke.

                                ? D 2 Replies Last reply
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                                • P [email protected]

                                  This is the guy who has an awesome medieval history channel on YouTube. Seems like a really down to earth bloke.

                                  ? Offline
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                                  wrote on last edited by
                                  #16

                                  Just discovered that channel, and was like "how is this funded??" So I looked him up and what a pleasant surprise it was to see his place in the game industry!

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                                  • skullgrid@lemmy.worldS [email protected]

                                    Most of your people will essentially have zero communication with each other

                                    does the texture artist really need to communicate with the advertising co-ordinator?

                                    J This user is from outside of this forum
                                    J This user is from outside of this forum
                                    [email protected]
                                    wrote on last edited by
                                    #17

                                    Not everyone needs to talk to everyone. But many people need to talk to many people.

                                    Microsoft had to abandon the initial Vista project and start over because they couldn't manage a team of 1000 developers. People working on adjacent features had to go through so many layers of management that in some cases the closest shared manager was Bill Gates. For something like getting a change in the shutdown code reflected in the shutdown dialog.

                                    Huge teams become exponentially harder to manage efficiently.

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                                    • kolanaki@pawb.socialK [email protected]

                                      How do you organize a game that has 2,000 people working on it?

                                      I mean, with the general state of AAA gaming these days I have to assume they don't. Have you seen some of the shit that's been coming out?

                                      ? Offline
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                                      wrote on last edited by
                                      #18

                                      This is exactly what I thought

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                                      • tonytins@pawb.socialT [email protected]
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                                        wrote on last edited by
                                        #19

                                        Used to work at Rebellion on their IT team. Genuinely a fantastic place to work and the owners seemed to always be super chill. Had a full suit of armour in one of their offices and so many weapons lying around (likely blunt replicas but still really cool).

                                        I wasn't on the game dev team so can't speak for them but I was personally never pushed to work harder and often explicitly told to take breaks.

                                        We also used to have large Unreal Tournament matches at lunch.

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                                        • P [email protected]

                                          This is the guy who has an awesome medieval history channel on YouTube. Seems like a really down to earth bloke.

                                          D This user is from outside of this forum
                                          D This user is from outside of this forum
                                          [email protected]
                                          wrote on last edited by
                                          #20

                                          +1 for his YouTube channel. One of the best medieval history channels there is

                                          simple@lemm.eeS 1 Reply Last reply
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