Forum Settings
       
1 2 3 Next »
This Forum is Read Only

Male miqo'te!Follow

#102 Jun 02 2010 at 1:25 PM Rating: Good
**
736 posts
Sorry, I suppose I was being a bit more open-ended than I'd wanted to be.

Though I am curious, now.
Smaller game companies need to cut the staff because funding is earned on a project by project basis and finding the next source of cash doesn't always happen like clockwork. Bigger game companies don't really have this problem, so they tend to keep multiple teams going at once. Being in a constant state of production means you never have employees just twiddling their thumbs and you've got some resources to supplement production.

So why don't large IT companies do that?
Aren't you afraid of training the competition? Or just don't want to ***** around with people having to learn your pipeline every time?


Quote:
They'll still divide the resources between sectors like character design, animation and so on though? Basically they'll decide how much attention a single feature is going to get in the development process, at least I'd think so.

Of course if you want to create new races and art style from scratch it'll take more resources then using a similar art style. That's where the priorization kicks in :P.


I'd be wrong if I said there wasn't wiggle room.
But the too many cooks in a kitchen adage applies. More is better, but only to a point.
Not to mention you can't go lower than certain minimums.


Edited, Jun 2nd 2010 3:47pm by Zemzelette
#103 Jun 02 2010 at 1:55 PM Rating: Good
***
2,010 posts
There was not much of a worry of "training the competition" as they were only exposed to one particular part of the overall project - the part they were hired for. Perhaps a client requested a piece of software and we needed a specific skillset to build it, or we needed to build 30k machines in a week - stuff like that. We would hire the people we needed for the time we needed them. Sometimes folks were so good that we would request them for multiple projects or keep them permanently, but the idea was that we could get the job done by utilizing as few full-time salaries as possible and pass on savings to the clients. You can't do that when you have a full time team who you have to pay even when you don't have a large project going on.

There's all sorts of legal hoops involved in hiring a team for a project anyway, and large companies have the staff to bring an individual to court if they violate any terms of the contract.

Perhaps what we are talking about are two different business models though, and I'll admit I don't know how SE manages their development team. When I think of the word "Project" I don't think of the say, day to day business of running XI. There would be a handful of developers who are on staff to maintain code and do the monthly updates, but when it's time to build an expansion perhaps they need to bring in some additional talent that they wouldn't otherwise have a use for when the expansion is built and over with.

One thing that I have noticed in every industry out there is that the people at the top rarely change. That's why we see the same names over and over again in all the press releases. The people at the bottom actually doing the work - well those people come and go all the time and we would never know the difference.


#104 Jun 02 2010 at 2:32 PM Rating: Good
**
736 posts
I guess that basic idea is the same in all production; employees are minimalist in planning, maximized in production, minimized in the aftermath. But to what degree this takes place and how we handle the transfer of warm bodies is different from industry to industry (and company to company).

Learn something new everyday :3

Quote:

One thing that I have noticed in every industry out there is that the people at the top rarely change. That's why we see the same names over and over again in all the press releases. The people at the bottom actually doing the work - well those people come and go all the time and we would never know the difference.


I guess the difference is the frequency. If your producing for a triple AAA title, your doing it for yyeeearrrsssss. Granted not everybody sticks around, but even being with a company for 2 or 3 projects is a decent chunk of your lifetime.




/edit:
Shoot, I derailed the thread. Sorry, thread.


Edited, Jun 2nd 2010 5:21pm by Zemzelette
#105 Jun 02 2010 at 6:40 PM Rating: Decent
**
437 posts
I'm all for new playable races . Bring on the Moogles , male Miqo'te , and female Roegadyns!
1 2 3 Next »
This forum is read only
This Forum is Read Only!
Recent Visitors: 19 All times are in CST
Anonymous Guests (19)