80°

Checkpoint Reached #22

This week the Checkpoint Games staff talk about Playstation 4 games and a whole bunch of others including the last of us. Then in the second segment we move on to Blizzcon and weather or not grinding is good or bad game design.

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checkpointgames.ca
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
DivineHand1258d 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
9d ago
phongtro123_com9d 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.

DarXyde9d 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.

60°

Blizzard Wants Faster Diablo Releases and More Expansions

Blizzard reveals plans to speed up Diablo releases with more frequent expansions and updates as the franchise moves toward a live-service future.

QuantumMechanic61d ago

All I want is a physical disc release of remastered D2 that doesn't require online check-ins.

VonAlbrecht61d ago

Ah, more and fast - the antithesis of careful and good

Christopher61d ago (Edited 61d ago )

I've lost complete interest. Too much FOMO with seasons as it is, now it's expansions? No thanks.

Michiel198961d ago

what fomo? everything gets reset each season and you start new characters unless you're playing on the regular servers and then you're already maxxed anway and just need to participate in the new season stuff.

Michiel198960d ago

i played only during launch and i found the ones in that battlepass to be absolute dogwater, the only ones that looked somewhat cool were the paid ones in the store and i wont bother with either. The game itself was just so hollow, there were no cool builds cause every synergy was just "x or y skills does more dmg or has this extra effect" almost no experimentation needed, couldnt give a rats ass about armor if the core of the game is boring af.

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