thesecret1
Arcane
- Joined
- Jun 30, 2019
- Messages
- 6,531
Compare the size of a dev team in the 90's to today. Then realize that today's game design department alone is likely bigger than the entire studio back then. Said design department is responsible for designing virtually every mechanic in the game, along with the story and themes, and since it's so many people, the result is inevitably a compromise between them. Then ask yourself, can anything ballsy and creative really ever come out of a design by committee?
Indies have an advantage in that they're usually so small that the design department is 1 or 2 guys, or they're run in an autocratic fashion by a person who actually cares about the game (rather than the money) enough to just overrule the committee and get his way. In corporate environments, this is an impossibility, hence why you constantly see neutered designs where even good ideas get turned to absolute shit.
Indies have an advantage in that they're usually so small that the design department is 1 or 2 guys, or they're run in an autocratic fashion by a person who actually cares about the game (rather than the money) enough to just overrule the committee and get his way. In corporate environments, this is an impossibility, hence why you constantly see neutered designs where even good ideas get turned to absolute shit.