I think most of their previous games have been iterations to just build a foundational gameplay structure that will be imported into this game. So, they may not have a teams and b teams, but just the whole team cannibalizing the previous game's code for this one.
I wonder if the war might have had an effect on development. I can imagine someone making an ugly decision of: "Does the mechanic work? Yes? Did we make most of our money back from this development, sort of? Good enough. Tear this out and put it into the new game, we'll make money back from that."
I've thought about this kind of thing actually being built for complicated games. It's effectively like Agile Software Development, but instead of just making specific libraries or instances of the same product, you actually build out games to sell as a partial instance of the product, and then pull back the parts and pieces into your main project.
I think most of their previous games have been iterations to just build a foundational gameplay structure that will be imported into this game. So, they may not have a teams and b teams, but just the whole team cannibalizing the previous game's code for this one.
oop
I wonder if the war might have had an effect on development. I can imagine someone making an ugly decision of: "Does the mechanic work? Yes? Did we make most of our money back from this development, sort of? Good enough. Tear this out and put it into the new game, we'll make money back from that."
I've thought about this kind of thing actually being built for complicated games. It's effectively like Agile Software Development, but instead of just making specific libraries or instances of the same product, you actually build out games to sell as a partial instance of the product, and then pull back the parts and pieces into your main project.
I could be talking out of my ass though