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80°

Do Games Need Multiple Special Editions?

Most AAA games have a couple of special editions, alongside the regular game. Sometimes things get crazy and a game can have three, four or even five different editions. Does a game ever need that many? No, probably not.

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leviathyn.com
pedrof934662d ago

Well if the special edition is only to include objects is ok to me. But if the special edition includes some special software feature that is a bit unfair.

cl19834662d ago

It also depend on when it's launching. After all If I can by the ultimate edition with items, and all dlc for 20.00 its a deal, but if its goy with all dlc for the cost of the original game then it feels unfair.

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
DivineHand12520d 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
21d ago
phongtro123_com21d 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.

DarXyde21d 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