Earlier quoted context omitted.
What does "AAA Game" mean anyway? I'm a bit lost on the definition. Wikipedia says: > In the video game industry, AAA (pronounced "triple A") is a classification term used for games with the highest development budgets and levels of promotion. A title considered to be AAA is therefore expected to be a high quality game and to be among the year's bestsellers. By definition, a budget of $75k + 6-10 people wont make an…
This is all from the top of my head. Credentials: I play a lot of video games. AAA game (typical example: Skyrim): * Sells for $50-$60 * Has cutting-edge graphics and (generally) runs on the newest generation of hardware * Is available on most/all gaming platforms * (Nowadays) Usually has some celebrity involvement (Skyrim had Max von Sydow, Christopher Plummer, Michael Hogan. Oblivion had Patrick Stewart.) * 20+ hou…
“It’s done, there is no way back. We tried, we failed”
271–280 of 392 posts
Re: “It’s done, there is no way back. We tried, we failed”
#272I 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…
Issues with estimating, particularly something like this, mostly comes down to meta-ignorance: you don't know what you don't know. Given a particular problem of a similar sort to something he's worked on, an experienced engineer will be able to list 10 different issues that might crop up. An inexperienced engineer won't know of those potential problems and will just see the most optimistic path possible. When you're…
"Hofstadter's Law" at work: any unfamiliar task will take longer than planned, no matter how much extra time there is the plan. You can't account for your ignorance with padding, you need some kind of actual knowledge.
The result, then, is that there are only a few ways to actual make an AAA game. One is to hire some quorum of people who've already made one, so that they can bring you up to speed. The other is to do enough proofs of concept that you can see the problems coming.
It looks like Woolfe went from some mobile, educational games to a AAA PC title. That, it seems, was too big a gap to predict and prepare for the hurdles they would face.
Re: “It’s done, there is no way back. We tried, we failed”
#273Earlier quoted context omitted.
That's a very good point. I hope that backers take it the same way. New stuff is risky by definition - and KS has funded some pretty major successes on risky projects too (Oculus).
I would feel a lot better having been a KS contributor to this than I would having been a KS contributor to Oculus. "Thank you for your contribution and now some other, better-connected investors and employees are going to make money off of their investment in us" is about the worst possible outcome of a Kickstart.
Re: “It’s done, there is no way back. We tried, we failed”
#274I 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”
#275Re: “It’s done, there is no way back. We tried, we failed”
#276Earlier quoted context omitted.
72k USD per year seems quite low for even a fresh junior developer...
What state do you live in?! I make 20k less than that as a junior dev.
Re: “It’s done, there is no way back. We tried, we failed”
#277PG has actually written on this subject: http://www.paulgraham.com/die.html
Basically, if a company stops communicating, it's almost a sure sign that it's in its death throes, and if a company is doing well, it's going to try to reach out as much as possible so they can show off how well they're doing.
Re: “It’s done, there is no way back. We tried, we failed”
#278Re: “It’s done, there is no way back. We tried, we failed”
#279Earlier quoted context omitted.
Issues with estimating, particularly something like this, mostly comes down to meta-ignorance: you don't know what you don't know. Given a particular problem of a similar sort to something he's worked on, an experienced engineer will be able to list 10 different issues that might crop up. An inexperienced engineer won't know of those potential problems and will just see the most optimistic path possible. When you're…
The issue that I'm struggling with as I picked up experience and learned how to estimate better (read: higher) is of becoming a wet blanket. People will rave about this awesome thing we could do, and I'm the one saying "no, we can't, and this is why". That's why Steve Jobs said to stay foolish, it lets you chase after ideas that a rational person would consider too risky or just plain impossible.
Re: “It’s done, there is no way back. We tried, we failed”
#280I 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…
Issues with estimating, particularly something like this, mostly comes down to meta-ignorance: you don't know what you don't know. Given a particular problem of a similar sort to something he's worked on, an experienced engineer will be able to list 10 different issues that might crop up. An inexperienced engineer won't know of those potential problems and will just see the most optimistic path possible. When you're…