Starfield's lead quest designer had 'absolutely no time' and had to hit the 'panic button' so the game would have a satisfying final quest - eviltoast
  • stringere@leminal.space
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    8 months ago

    I feel like these games don’t reflect the number of people being hired for them. I’m not sure it should linearly scale (probably not), but they seem like they scale down rather than up with an increase in staff.

    This is what happens when game studios are being run by people that only view video games as a means to generate money. They do not understand the industry or craft involved and will blindly apply whatever the newest MBA management strategy is the new hotness, throw money and headcount at projects. And cannot understand that more is usually not better when it comes to video game development.