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VideoGamer Plays May 31, 2013

What we've been playing, loving and hating this week.

By Simon Miller

Due to the nature of the beast I can't say much about The Last Of Us – come back to VideoGamer.com this Wednesday if you want my full thoughts – but this week has seen me start and finish Naughty Dog's latest game.

If you're a regular to the site you may have noticed that my early impressions fell within the realm of being slightly worried about it, going as far as to say it may not be the experience I hoped it would. All I'll say is I was very, very wrong...

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videogamer.com
ltachiUchiha4740d ago

That last paragraph from his early preview & what he thinks now after playing the whole game.

"If you're a regular to the site you may have noticed that my early impressions fell within the realm of being slightly worried about it, going as far as to say it may not be the experience I hoped it would. All I'll say is I was very, very wrong."

That sounds like only goodness to me. Glad it changed his mind after playing the whole game. Cant freakin wait mate. =]

d0nT wOrrY4740d ago

Tell me about it. I've been waiting for ages to get this gem.

ltachiUchiha4740d ago

Yup same here mate, its almost here & cant wait to see the multiplayer. =]

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
DivineHand12531d 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
33d ago
phongtro123_com33d 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.

DarXyde32d 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