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- Jun 18, 2002
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Sure, just like Interplay, every studio that's ever been bought by EA and CD Projekt! Computer game developers have a horrible track record of being shite business managers. They have one moderate success and then grow too big, too fast.What is it with the doom and gloom? Sven knows that to remain independent he has to grow his company and I think it is great. By growing his business not only will we get more quality games but he will have the means to take some "risks" (non fantasy settings) and probably be successful.
Also, read the blog post:
Since you have to make mistakes if you want to be creative and you can’t help falling sick, there’s unfortunately only a few options: You can iterate less(bad idea), you can reduce scope significantly(bad idea for a RPG) or you can increase team size¹, with a focus on increasing redundancy and removing bottlenecks from your development process.
Luckily we can now take that last option and so we’ve been increasing headcount. There were 42 of us when we finished D:OS, there’s 53 of us now and the number is set to increase throughout 2015.
One of the cool things we’re doing to boost our team size is setting up a new office in Quebec City.
It’s a lot of growth for a small independent developer from Gent, Belgium and I’m quite apprehensive of the dangers that brings. However, the commercial success of D:OS has given us an opportunity to make true some of our bigger RPG ambitions and I’ll be damned if we don’t seize that chance. Going all in paid off in the past so we might as well try again.
[...]
Fixing things is not all we’re doing however, far from it. We’re not hiring all those people just to transform D:OS in a better experience, no, obviously we’re also working on our new RPGs.
So one of the cool things a small indie studio is doing is going all in and expanding with a new office in an entirely different country because there's nothing better than splitting your development teams across multiple continents to reduce mistakes...
tl;dr: Larian are setting up an entirely separate second team to work on another game relatively independently and they're spending all their money to do it. Because that's the only way that works.
Cheaper and better option: Just work on two games with the current team and take longer to do them. You can easily shuffle people between projects as required. Avoid the mass expenditure of setting up in a whole new country and the fact that you now have two separate teams who now can't work together effectively. You're going to end up with two different offices, with two different cultures, one of which is an all new team without any prior experience working "the Larian way", with people who will need training. And oh yeah, all of this needs to be managed too. Meaning someone's job will be not working on the game, but just managing the teams. That again, is a different skillset to just making a game.
¹Yes, he missed out the obvious "or you can just take more time and release later". Which incidentally, costs less money than hiring an entire new team of people and opening a new office on a different continent.
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