A sad day indeed. Concord to shut down Sept. 6. :(
(twitter.com)
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When a co-dev creates content, it usually has to get signed off on by the lead dev. With each person in the loop, the amount of time it takes to approve seems to increase exponentially. You also don't see the content that was approved and later thrown away. Another thing is that all manner of systems like combat and interaction and inventory and environment and AI seem to get reinvented with every game because every game has its own very specific nuances and because devs who did it for the last game have moved on.
Even with all that you'd think it only be a couple years tops...but developers can take an absolutely painful amount of time designing things, rigging things, polishing things, and fixing things in projects with large scopes. There's also resource contention; an engineer needs an asset but the designer needs it and the artist is waiting for the designer. And the time just flies.
So it's a miracle the "soyface" game No Man's Sky actually turned itself the fuck around and fixed a lot of shit.
That fucking Britbong nerd told his staff "get the fuck off social media, lock your asses in doors, and get back to fucking work so we fix this shit".
And one good thing? They kept their team relatively small. Went from like 20 to 50 people, which is low considering how much teams balloon into 100+ shitfests.
And they're still releasing fucking expansions for free not asking for a singe fucking cent, because they kept their overhead costs low as the game CONTINUES to sell.
If No Man's Sky can fix that shit, why can't other games do that?
Because a corporate environment works under a completely different ruleset than a small business. You really have to have worked in a corpo environment for a while to understand the seemingly braindead moves these companies make.