I wanted to believe that a team of 6 to 10 people could make a game that looked and felt AAA. Boy was I wrong! When we made Crash Bandicoot (with a team of 7), it was already virtually impossible to make a AAA game with 6-10 people, and that was 20 years ago. I tell inexperienced entrepreneurs to take their honest best estimate and multiply by 10. Or, as Mark Cerny (our producer on Crash) used to tell us, "add one an…
“It’s done, there is no way back. We tried, we failed”
31–40 of 392 posts
Re: “It’s done, there is no way back. We tried, we failed”
#32I wanted to believe that a team of 6 to 10 people could make a game that looked and felt AAA. Boy was I wrong! When we made Crash Bandicoot (with a team of 7), it was already virtually impossible to make a AAA game with 6-10 people, and that was 20 years ago. I tell inexperienced entrepreneurs to take their honest best estimate and multiply by 10. Or, as Mark Cerny (our producer on Crash) used to tell us, "add one an…
Re: “It’s done, there is no way back. We tried, we failed”
#33I wanted to believe that a team of 6 to 10 people could make a game that looked and felt AAA. Boy was I wrong! When we made Crash Bandicoot (with a team of 7), it was already virtually impossible to make a AAA game with 6-10 people, and that was 20 years ago. I tell inexperienced entrepreneurs to take their honest best estimate and multiply by 10. Or, as Mark Cerny (our producer on Crash) used to tell us, "add one an…
I'm not an expert on the economics of the video game industry, but I can't believe that would pay a team of 6-10 people for very long.
[1] https://www.kickstarter.com/projects/45588301/woolfe-the-red...
Re: “It’s done, there is no way back. We tried, we failed”
#34[deleted]
Tale of Tales is another example of a studio who produced some very interesting games in term of Art. The path was a very interesting game and as influenced quite a few other games.
Re: “It’s done, there is no way back. We tried, we failed”
#35I wanted to believe that a team of 6 to 10 people could make a game that looked and felt AAA. Boy was I wrong! When we made Crash Bandicoot (with a team of 7), it was already virtually impossible to make a AAA game with 6-10 people, and that was 20 years ago. I tell inexperienced entrepreneurs to take their honest best estimate and multiply by 10. Or, as Mark Cerny (our producer on Crash) used to tell us, "add one an…
It's so easy to underestimate the work to be done, graphics easily break when you change the underlying hardware and renderers, gameplay had to be adapted to touch controls, etc. It didn't help that our estimate multiplier was only 3.
All of this gave me a much greater appreciation of the work you guys did at Naughty Dog.
Re: “It’s done, there is no way back. We tried, we failed”
#36Earlier quoted context omitted.
It's a real shame, since I was really looking forward to this game! I suppose I should count myself fortunate that I didn't Kickstart Woolfe. Seeing these failed projects is grim reminder that just because you back something doesn't mean it will be delivered.
"Oh I didn't get the toy I paid for". Really? That's what you're posting when a group of talented artists see their dream shattered?
Re: “It’s done, there is no way back. We tried, we failed”
#37"But changing gameplay from 2D to 3D had a major impact on overall development cost (we found out a little too late)" Not to pile on, but this was very surprising to me... how could you not know that this would have a major impact?
Re: “It’s done, there is no way back. We tried, we failed”
#38How did this happen? Shouldn't that money have been allocated earlier? Did they spend every dollar thinking that this is the dollar that turns everything around.
Maybe I just don't get the mentality of those looking to fund projects on Kickstarter.
Re: “It’s done, there is no way back. We tried, we failed”
#39Re: “It’s done, there is no way back. We tried, we failed”
#40[deleted]
How is that squandered money? It's great that Flanders supports their game dev community. Why is 60k a lot of money for preproduction? It's absolutely peanuts. And yes, they actually managed to employ game developers and gave them valuable experience that most definitely is good for the Flanders games industry.