Warhammer 40,000: Space Marine 2 dev Tim Willits explains why the game was able to achieve massive success when so many big budget games have failed lately.
And development teams are too big. No game should realistically be having 500+ people working on it. That’s too many people, too big a ship to steer fast enough for the changes that happen in game development. Even the biggest games have done very well with teams of 250 or less, including all staff that work on the game, how about development studios pay attention to that?
I’ve heard this often, but most of the games I see people consume live updates for weren’t initially planned to get such constant updates.
Ex: Dead by Daylight. Released as dumb party horror game with low shelf life. Now on its 8th plus year. Fortnite: Epic’s base building game that pivoted to follow the battle royale trend, then ten other trends. DOTA 2: First released as a Warcraft map. GTA V: First released as a singleplayer game before tons of expansion went into online. Same with Minecraft.
It just doesn’t make sense to pour $500M into something before everyone agrees it’s a fun idea. There’s obviously nothing gained in planning out the “constant content cycle” before a game’s first public release.
Drag can think of one counterexample: Warframe. But Warframe is also 100% free to play and free to participate in every content update and event. And Warframe is developed by an indie team from Fake London who started the game with 120 employees.
Warframe feels just as riddled though with all of its different kinds of currencies and crafting mechanics. It may not have an egregious mtx model but the game loop around it still feels like it’s meant to. I much more enjoyed the game in beta when it was simpler. I go on it now and I haven’t got a fucking clue what to do, fumble around for an hour and just decide to play something else instead.
Warframe is much more fun with friends. Friends will tell you that you don’t have to bother with all the currencies. You can just do the story missions.
Oh, good news for you. They just released an update two days ago that separates the quests in the codex into story, side, and warframe quests. DE listened to player feedback and fixed the problem. Now you go to the codex terminal, you click on story quests, and it tells you what to do next.
I’ve worked on a team of 12 at one point and I remember that being a pain to organize. Not that I was the one doing the organization mind you but it just seemed like it was a nightmare.
And development teams are too big. No game should realistically be having 500+ people working on it. That’s too many people, too big a ship to steer fast enough for the changes that happen in game development. Even the biggest games have done very well with teams of 250 or less, including all staff that work on the game, how about development studios pay attention to that?
People expect all games to be multiplayer with online live ops and events and a steady flow of new content.
That’s why you need to have a 500 person team. Someone needs to be designing and coding the valentine’s event for 2025 right now
I’ve heard this often, but most of the games I see people consume live updates for weren’t initially planned to get such constant updates.
Ex: Dead by Daylight. Released as dumb party horror game with low shelf life. Now on its 8th plus year. Fortnite: Epic’s base building game that pivoted to follow the battle royale trend, then ten other trends. DOTA 2: First released as a Warcraft map. GTA V: First released as a singleplayer game before tons of expansion went into online. Same with Minecraft.
It just doesn’t make sense to pour $500M into something before everyone agrees it’s a fun idea. There’s obviously nothing gained in planning out the “constant content cycle” before a game’s first public release.
Drag can think of one counterexample: Warframe. But Warframe is also 100% free to play and free to participate in every content update and event. And Warframe is developed by an indie team from Fake London who started the game with 120 employees.
Warframe feels just as riddled though with all of its different kinds of currencies and crafting mechanics. It may not have an egregious mtx model but the game loop around it still feels like it’s meant to. I much more enjoyed the game in beta when it was simpler. I go on it now and I haven’t got a fucking clue what to do, fumble around for an hour and just decide to play something else instead.
Warframe is much more fun with friends. Friends will tell you that you don’t have to bother with all the currencies. You can just do the story missions.
That’s the thing, had no idea there were specific story missions or where to do them
Oh, good news for you. They just released an update two days ago that separates the quests in the codex into story, side, and warframe quests. DE listened to player feedback and fixed the problem. Now you go to the codex terminal, you click on story quests, and it tells you what to do next.
That’s good to know
Companies want all games to be multiplayer with online live ops and events and a steady flow of microtransactions money.
To quote Bernard Black: “Well expect away!”
I once worked on a dance game that officially had a team of 400
I’ve worked on a team of 12 at one point and I remember that being a pain to organize. Not that I was the one doing the organization mind you but it just seemed like it was a nightmare.
How did that go