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50°

Firmware Update 0.27: Everything About Borderlands Ever

Joe and Malcolm are recording a couple of days early because Malcolm has stuff to do Thursday, but there’s still tons of news despite the shortened time between episodes. Which is good, because the only new game either of us has played is “Parks and Recreation Marathon on Amazon Instant Video.”

Talking points: Urgent PS3 colors; PS4 announcement timing and DualShock designs; Sony hopes you’re super excited for The Last of Us; Resident Evil: Revelations gets an HD port; bankruptcies and fire sales; Tomb Raider getting flak for single- and multiplayer news; Skyrim’s DLC finally makes its way to PS3; God of War: Ascension finally gets a teeny amount of single-player news; Dead or Alive 5+ tittays; Dive Kick, the ultimate 2-button fighter; something about Final Fantasy Versus XIII, maybe?; a bonkers PSN sale; Rei … Gen; hidden PS2 gems; Borderlands 101.

dee-ecks4849d ago

Whats this have to do with a PS3 firmware update?

smikey11234849d ago

It is the name of the podcast.

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
DivineHand12515d 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
16d ago
phongtro123_com16d 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.

DarXyde16d 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.

30°

The Last of Us Part I PS5 Review: A Definitive, Pricey Remake

The Last of Us Part I PS5 review covering visuals, combat feel, accessibility, performance modes, and whether it is really worth the asking price of $69.99.

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spawningpoint.com