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13 years ago
Mar 15, 2012, 12:31:21 AM
So this may be a stupid question, but how is it that an organization that was founded less than a year ago, with only 14 people on the dev team, can be approaching Beta status on such a massive project??? I follow other game developers, like Bungie who has nearly 200 employees, and it takes them 2-3 years to even reach Alpha stage in a game.



Obviously I don't have to find an answer here, but it is odd to me how this project is so "together" when your organization is so young. I'm either really skeptical or really impressed.
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13 years ago
Mar 15, 2012, 12:36:44 AM
Having fewer projects, less red tape, and a whole lot more freedom with the design process probably has a whole lot to do with it, as well as being able to develop your own assets at your own pace. For a strategy game like this, it's a lot easier to develop placeholders while the rest of the game marches on than it is with an FPS or even other kinds of adventure games.
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13 years ago
Mar 15, 2012, 1:42:40 AM
It's easy to see why when you compare big AAA games like Halo X or Modern Warfare X with Endless Space. You are really over estimating the size of this project, at least compared to the example you brought up. Not that this diminishes in any amount of form the accomplishment of having the game done, as we all now new 4x games are already scarce enough. Plus everything Strobe already wrote.
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13 years ago
Mar 15, 2012, 1:50:01 AM
If you look at Ironclad & what they did with Sins of a Solar Empire, you can see it is very much possible to achieve. They may have had some troubles, but I guess most companies of any industry has some troubles from time to time. That's just the way it is. The whole team concentrating on 1 project has got to have some benefits as well you would think, rather than having staff making stuff they have little idea what exactly its going to be for.
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13 years ago
Mar 15, 2012, 2:51:41 AM
Those points make a lot of sense. I think the biggest mistake in my thought process is underestimating the differences between game types and what goes into making those games. In seeing the video just today, I also was probably making some leaps as to what this game will be covering. As a RTS, there are probably truckloads of differences when lined up next to an FPS.
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13 years ago
Mar 15, 2012, 3:57:53 AM
Just turned based for one makes a huge huge difference in game flow. I think Total War X feels more appropriate.



it's not the twitchy finger that wins it's the cerebral armchair general.



My favorite head to head game with perfect balance is probably just... chess. this feels more along those lines what they are trying to achieve than Halo as you have to plan ahead rather than survive to the next 'checkpoint'.
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13 years ago
Mar 15, 2012, 4:51:00 AM
The larger any organization grows, the more overhead goes into communication amongst it's members. Classic management quandary.
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13 years ago
Mar 15, 2012, 7:26:28 AM
The engine they use helps also. It is quite easy to prototype something. And I guess the team is composed of highly skilled people smiley: smile
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13 years ago
Mar 15, 2012, 4:16:49 PM
I wanted to jump in, as your concern is very valid, but it is amazing that I think already the most important answers were already given by everyone here (and Zep made us blush smiley: ohh ...)





In my opinion, and to repeat what has alreay been said, the answer falls between:



Scope: a TB strategy game is not a FPS (I worked on several Shooters, and I know what it means...)



Size and agility of team: we want to do something? we just do it... not need to have 15 people validate it first...



Starting on an existing tech: after 2 months we already had kick ass battles running.



Vision: we did not start that team without knowing precisely where we were heading. We worked on a prototype and game design for 1 year at 2 before to start the team.



Experience: the lead team has between 10 to 17 years of XP in the industry, mostly on high profile games.



Passion: it is amazing what it can make you do...
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13 years ago
Mar 15, 2012, 4:22:43 PM
God post space troll. I have been asked by somdy in the team to be a vip for this game. I have met som of them and i know off som others, this guys know what they are dooing. So from what i have seen this guys have pasion and knowlage. From my experiance that can move mountinssmiley: biggrin
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13 years ago
Mar 16, 2012, 5:58:08 AM
Space troll really nailed it down when it comes to adaptability. Its like guerilla warfare, you dont need strength in numbers and superior technology. You work with the best ppl and let them have their passion as drive force. Thats when you can move freaking planets and not just mountains. When the big publishers realise this they are gonna get really scared cause they aint cut out for it.
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13 years ago
Mar 16, 2012, 6:07:11 AM
Speaking from the heart. I whole agree, and I am happy. I love playing Indi games. Blocks That Matter is one of my favorite games, and gets almost as much play as Civilization V. Planets my hairy arse! We can move entire Solar Systems! You guys rock, and i'm glad to be a part of this!
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13 years ago
Mar 19, 2012, 4:14:45 PM
Sharidann wrote:
Definetly Too Much Info!!! smiley: biggrin




LOL +1



On topic, I am quite excited by both my impressions of the game so far and the Dev teams itself. I am a huge fan of you guys already and appreciate the time you take on the forums and in game development to consider our opinions.



Hopefully as awareness of the game and company expands the forums remain such a positive and infomative place...I have seen really nice people (devs) driven from the forums by mobs of childish whiners more than once unfortunatly smiley: frown



Keep up the great work guys!
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