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110°

Next-Gen ‘Exclusive Game Potential’ Barometer

onPause writes:

In years past exclusive games were a hot ticket to sell consoles but if the last cycle is any indication we may not see this sort of thing continue. Some examples of current game series of course are Halo and Gran Turismo which are locked down but we all know that games like Splinter Cell, Dead Rising made it from Xbox to PlayStation and titles like GTA and Final Fantasy the other way around.

badboy7764536d ago

Notice how most Former Playstion Exclusives usually start to die out once they go multi-plat.

Example: Spyro,Crash Bandicoot,Tomb Raider,Final Fantasy,Tekken etc....

4536d ago Replies(3)
mcroddi4536d ago

Exclusives are a nice way to sell machines at least.

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
DivineHand12526d 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
27d ago
phongtro123_com27d 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.

DarXyde27d 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°

You're still overlooking this Remedy sci-fi shooter, and its 89% cheaper on Steam Deck

Before Control Resonant launches, you need to play Remedy's mind-bending Quantum Break, one of the best third-person shooters around.

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pockettactics.com