
George and Gav ruminate on the highlights of this year’s E3.
Naughty Dog was reportedly divided on the controversial fate of Joel in The Last of Us Part 2 during the game's development.
I think it was good decision, if he was still alive, he would have been a mascot just like Kratos, drake and many others. These old dudes gotta die for new characters to take center stage with their own storyline. They keep dragging the emotional baggage into many sequels and eventually the story just turns into absolute shit show.
Honestly as much as I loved the game, they could have just not killed him off.
I get it creator vision and all but killing a character that made you millions is just wrong imo. At least have him go down fighting.
Former Naughty Dog artist Gabriel Betancourt explains why the "sweet spot" for game teams is under 200 people and how AAA "factories" kill creativity.
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.
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