Yes, they did, but there are measurements to go along with that.

  • applebusch@lemmy.blahaj.zone
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    2 days ago

    I mean throwing bodies at a problem rately makes things faster, and it definitely makes them more expensive. It’s incredibly shortsighted and naive to think things are like this now because they have to be. C-suite cunts do far more damage than just being useless parasites. They usually end up making developers work materially worse through their draconian self serving policies, insane schedule pressure, and firing most of the team after the game is released. They are so good at destroying their workers productivity and creativity with their stupid policies you would think it was their job or something. Somewhere along the line the capitalists forgot that most of the value in any business is institutional knowledge, and proceded to do their best to destroy it at every opportunity.

    • ampersandrew@lemmy.worldOP
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      1 day ago

      The old adage is that nine women can’t make a baby in a month, but that doesn’t mean that there isn’t a time and place for large team sizes. Large games employ large teams because that’s the only way they get made. I’m definitely first in line to say that lots of large games could stand to be smaller instead, but there are plenty that I like just the way they are, and they’ll need large teams. That means they’ll be expensive to make.

    • Womble@piefed.world
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      2 days ago

      Some bits absolutely can benefit from thowing bodies at them though. Animation is one of the key areas for that: if you want to give thousands of models hundreds of unique animations you absolutely can split that up by having 100 animators do 10 each rather than 10 doing 100 each.

      The increase in desire for graphical fidelity and custom naturalistic animation is a huge driver of the balloning teams and budgets for the AA and AAA games.

      • applebusch@lemmy.blahaj.zone
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        2 days ago

        Does anyone really care about that though? Some of the most popular games released in the past few years don’t have AAA graphics or even close. Honestly most games with crazy graphics it detracts from the game because the gameplay ends up being so fucking bad. People play games for the playing games part. As far as I can tell the only people who give a shit about amazing graphics are chuds or dipshit MBAs or both, and no one should really care what they think.

        • Womble@piefed.world
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          2 days ago

          Clair Obscur and BG3 spring immediately to mind as games with incredibly high production values (=large teams working for a long time) that were successful both commercially and critically. So yes some people do care about that. Especially if you are wanting to make a large mass-market game you cant rely on being the next person to make a terraria or stardew valley.

          • applebusch@lemmy.blahaj.zone
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            2 days ago

            Those weren’t good because of the graphics, but because they were good games. Thinking those games prove that graphics matter is the same dipshit logic that gives us so many shiny AAA turds every year.

            • Womble@piefed.world
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              2 days ago

              You’re being needlessly agressive in calling people who have a different opinion to you dipshits.

              Clair Obscur in particular would not have worked without the graphical beauty it had. Without wanting to give too much away the game itself is heavily wrapped up in visual art as a medium for both the narrative and the gameplay and it would not havev worked (imo) if the graphics looked poor in comparison to it’s peers at the time.