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The Top 5 E3 2012 Predictions

From Mortal Kombat II being announced and an Elder Scrolls MMO to the next generation of consoles, a new pricing model for Microsoft and more, the 411 staff ranks their top 5 predictions for this year's E3!

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411mania.com
Lord_Sloth5093d ago (Edited 5093d ago )

I miss that design for Ellie. I don't care for the newer 1.

On topic...Anybody else getting this error about a User Apache?

WeskerChildReborned5092d ago

Hoping for a 2012 release date for TLOU.

40°

TLOU Part 3 Story May Explore Congregation Of Immune People;Part 2 Initially Had Dynamic Time Of Day

The story in part 3 of Sony Interactive Entertainment and Naughty Dog's The Last of Us series may explore a "congregation of immune people."

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twistedvoxel.com
DivineHand12518d ago

Part 3? I thought Niel Druckmann said there will be no part 3.

50°

Ex-Naughty Dog Dev: Big Studios Are 'Forced' to Hire Like Factories

Former Naughty Dog artist Gabriel Betancourt explains why the "sweet spot" for game teams is under 200 people and how AAA "factories" kill creativity.

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powerupgaming.co.uk
20d ago
phongtro123_com20d ago

There’s definitely some truth to this. When teams get too large, coordination starts to outweigh creativity—layers of approval, risk aversion, and tight deadlines can turn bold ideas into “safe” ones. Keeping a team under ~200 people sounds ideal for maintaining clear communication and a shared vision. That said, massive AAA projects also come with huge technical demands and expectations, so scaling up isn’t always avoidable. The real challenge is figuring out how to keep that small-team creativity alive inside big studio structures.

DarXyde20d ago

More than that, it's logistically untenable. Inevitably, when teams get too large, how do you keep tabs on accountability? I suspect this massive team size is a consequence of the perfectionism streak Naughty Dog has.

I wish we could have so many people working on something and it turns out great because I'm all for collaboration in spirit - the problem is too many people as part of the larger team and smaller units. Suppose for example that you have too many people in the art department; you will very often come up against fiercely competing visions for how things should look. That competitive vision will cause friction between team members, team doesn't work as a unit, the back and forth can further delay parts that the other departments are waiting for, etc etc.

A 200-person team says, to me, that we need to scale back game development. Even if it means we go back to PS2 era costs and scale, why not? Those games are still great fun, the budgets were in check, and you could literally break the 200-man team into like 10 20-man teams working on different projects.

40°

Season Zero: Dawn and Dusk Is Now Live

Season Zero: Dawn and Dusk is now live for all platforms (including PC/Mac, Xbox, and PlayStation), kicking off a new era for The Elder Scrolls Online. This inaugural Season is live from April 2 until July 8 and lays the foundation for all future Seasons by introducing new reward systems, the first wave of player-focused improvements, class and combat redesigns, new zones and challenges, and more.

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elderscrollsonline.com