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- Jan 28, 2011
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- 98,058
Guys...10 people, 100 people. It is still a year. Forget the math of splitting them up because of Canada deals and cheaper budgets.
Stick to the one year deadline. For deep, fully world interactive RPGs. And now add to that how the larger the team, the harder to get your shit straight. On top of which, YOUR team will be split not in two, but in three parts of the world.
Thats what i just said, moron.Jesus you're dumb hiver. Each studio handles it's own crap, including gameplay/programming. That's the whole point.
Thats what i just said, moron.Jesus you're dumb hiver. Each studio handles it's own crap, including gameplay/programming. That's the whole point.
If they are handling their own stuff then there is no fantasy "sharing tools, knowledge, tech" - because you cant fucking do three different things with completely the same engine.
There have to be differences which each studio will handle by itself - which fucking means three times the problems, for fuck sake.
Nobody said anything about entire engine you stupid dumbfuck. ad-hoc components is it? And they will just work with everything else automatically will they? Editors, renderers - ita all fucking the same for your stupid fucking skull.Thats what i just said, moron.Jesus you're dumb hiver. Each studio handles it's own crap, including gameplay/programming. That's the whole point.
If they are handling their own stuff then there is no fantasy "sharing tools, knowledge, tech" - because you cant fucking do three different things with completely the same engine.
There have to be differences which each studio will handle by itself - which fucking means three times the problems, for fuck sake.
You don't need each studio to re-write the entire engine, only the ad-hoc components required for their individual game requirements, you fucking imbecile. They can still share renderer, physics, audio, editors etc. from a common base.
Do it you fucking imbecile. Show me how EASY that is.You can make a fucking RTS out of Blueprint in Unreal Engine 4 if you want.
Why not instead keep the safety net and work in a relaxed, no publisher, no release dates, no stress environment? Which is most conducive to the artistic juices and talents flowing, which is conducive to creating great stuff.
Not to mention having free time to get the "community feedback" without insane crunch times.
Why the hell do you need three studios and thus three times the problems?
The small firm specializing in role play is very ambitious. "Our evil plan is to create this massive RPG that will dominate them all", we read on their website.
The glove studio also has a few employees in St. Petersburg, Russia, and the opening of an office in Quebec allows progress towards this goal of world domination ... RPG. If a game kind of takes three years to develop, the three offices will work together to launch a title, each year, enthuses Mr. Vincke.
He is currently recruiting. Its goal is to hire a dozen people the first year, to work with other teams. After three years, he hopes to count a team of forty people in Quebec to work on projects of his own.
Jack Daniels Overkill
Why not instead keep the safety net and work in a relaxed, no publisher, no release dates, no stress environment? Which is most conducive to the artistic juices and talents flowing, which is conducive to creating great stuff.
Not to mention having free time to get the "community feedback" without insane crunch times.
Why the hell do you need three studios and thus three times the problems?
This reads like something written by a clueless idiot who doesn't understand the importance of investment.
"Safety", "Relaxed", "Free time"
Is that how they run businesses in hiverland?
Ah, you want more butthurt?
Getting to be stupid once isnt enough?
Well Morgoth, i will happily oblige your idiocy skull punching in request. Because you are that fucking stupid cheap and laughable cretin.
First, you will have to explain those terms you took out of context and turned them into idiotic strawmans - again.
Business? Are we talking just about any business at all? Are all business the same and require same amenities to function?
Back to game dev business, when have EVER being unsafe, stressed and having zero free time to find out what their mistakes are and what can be done better resulted in a good game?
Of course you dont have answers to any of these, youre a just another stupid shithead who is only capable of creating idiotic posts, forcing some mindbogglingly idiotic version of what you misunderstand as an "issue" and posting smileys and stupid pictures when you figure out you have nothing at all to actually say beyond making cretinous declaratory statements! Because you are that fucking stupid Morgoth.
Why not instead keep the safety net and work in a relaxed, no publisher, no release dates, no stress environment? Which is most conducive to the artistic juices and talents flowing, which is conducive to creating great stuff.
What makes it false? This idiotic assertion you pulled out of that stupid skull of yours? And we should believe it just because your brain farted it out?As a matter of fact, this assertion is false. Creativity and productivity is always firing on all cylinders when healthy pressure is put on people, provided it isn't too prolongated and crippling. Complacency will only get you Indie-Untermensch trash. That's why having more studios gives each one more motive to excel, but at the same time also the opportunity to learn new lessons from it's peers.
Jack Daniels Overkill