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With all of the closures in the last few months, I wonder if we'll see any kind of shift in how the industry operates. Honestly, I think we need to see a shift away from these monolithic titles that consume an entire company for years and requires hundreds of employees, to smaller more diverse titles so dev houses can have more than one game every 4 years on the market, and one flop doesn't mean the end of the line for the entire company.
Now, I'm sure someone's going to jump in here and start yelling about how it's the global recession that's doing this, and these poor companies just can't stand in the face of such odds, but titles like Haze were flops before the pinch happened. And even with the recession, we're still hearing about how gaming has grown by leaps and bounds in 2008.
So many companies are like a house of cards. Any disturbance will knock them over. It might be time for the structure of things to change.
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A game company starts out, at best they get some buy-in investment, but more than likely, the owners are backing it with their own money / mortgaged houses.
They working on 1 project, in hopes that it makes money, and they can build from there. But they certainly can't afford simultaneous projects.
After the first project, it's a question of what you can afford. Probably don't have enough capital yet to hire multiple development teams.
Granted, there is likely some overlap, e.g. when the engine coding team finishes, they start on the next project while the artists and level designers are still finishing up the first. But otherwise,
The one way a company might get multiple going earlier is if the first one is successful, and a publisher fronts the money to hire more people. But now we're really talking about publishers betting on multiple projects, which, well, they always do.
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