Chapter 671: Team Size
These thoughts also flashed through Jester's heart.
He didn't mean to hang the two of them, after all, he still had to reuse Mike. Mo Wymmy and Rob. Pardo are two very talented designers.
After all, one is the creator of Blizzard, and the other is the key to Blizzard's great fame. Pardo is completely different from traditional Japanese designers, Japanese game designers are very capable of individuals, and if a game development team is compared to a person, then they themselves are the brains of the team, and the other members are just some other organs that make up the human body.
For example, limbs and so on.
These organs are subject to the command of the brain, and it can be said that the completion of a game, although it is said to be the result of a complete game development team, but the vast majority of the condensation on it is the wisdom of the people.
That's why Japanese game companies are getting weaker and weaker in later generations.
So that it was directly pulled down by European and American game companies for five or six years, or even longer, you know, before the new millennium, the development strength of Japanese game companies was still far above that of European and American designers, and the prosperity of Japanese games in the entire PS2 era can explain this, but why, only four or five years later, the whole situation was reversed.
It's like a Japanese-style game, and it collapses in an instant.
It has been completely left behind by European and American game companies - many people say that it is because of the technological improvement of Europe and the United States, which makes Japanese game companies unable to reach it.
Actually, of course, this is part of the reason, but not the whole reason.
Part of the reason is that in the habit of Japanese game development, they are too accustomed to treating a person as the core, as the brain, as the leader. Others are just tools that obey the instructions of the brain, and this kind of cooperation model, similar to some insects in the insect kingdom, cannot be said to be bad.
However, in some small teams, the game has not yet entered the era of triple-A game development that can only be carried out by hundreds of people.
Such a team, such a model, is naturally commanding, and it will be like an arm.
However, after a thousand years. When it comes to a triple-A game, it takes hundreds of people to move, and even in ten years, the total number of developers for a game like Assassin's Creed, GTA5, or even a game will reach a level that scares and suffocates everyone now, no matter how serious Jester says. At a time when it is impossible for anyone to believe in thousands of people.
This kind of team management model that only relies on oneself to act as the brain of the team, and others can only act as tools, naturally does not work.
That's why, in later generations of Japanese game companies. The reason why there are very few large teams working on a game is that they are not familiar with this development model, in addition to financial constraints.
A lot of people might say. Japanese game companies are small and can't afford to lose, so they don't dare to take risks. But it would be a mistake to say that Japanese companies are afraid to take risks.
You know, this video game industry was beaten down by which people.
Besides, how could the descendants of these pirates lack the spirit of adventure?
Of course, in the later generations, it is not a Japanese-made prodigy who can control a development team of hundreds of people by himself, but there are too few such characters, for example, in the later generations, just Activision Blizzard can open at least five projects at the same time, and the number of people in each will not be less than a few hundred, not to mention, many people who are not weaker than them, such as EA, Ubisoft, T2, these game developers and publishers, they all have such strength.
There are also small game companies like CDPR, which are not as big as the Polish stupid donkey, and can form such a development team.
And even if I searched all over Japan, I am afraid that I could not find five people who could have such a level.
As for the number of people developing games now, it's like the 'era' project formed by Jester, which in later generations is a necessary team size for triple-A game development.
But looking at it now, such a scale is unheard of.
You know, the current game development team, generally speaking, is a big team, that is, forty or fifty people.
For example, Yu Suzuki's AM2 is such a number.
And the naughty dog in the original history, when developing "Crash Bandicoot" for PS, the number of people in the team was not even thirty, which was already a fairly large team at that time, and even EA at that time did not have a single team of such a scale.
When Yu Suzuki developed "Shenmue", he organized a development team of up to 100 people, the scale of this team shocked the industry, in a short period of time, there are no other game companies with such courage and ability, and Nintendo has the ability to organize such a development team, but Nintendo will not do this, because their games focus on gameplay, not technology.
So, you don't need such a big team.
As for Sony, at this time, it is still frantically acquiring some potential independent studios, how can there be time to form such a huge team, not to mention, after such a team is formed, the cost is also extremely terrifying.
Even in the late 90s, when Sony Online Entertainment, that is, the well-known SOE, developed the enlightenment work "Endless Mission" that shocked the industry and can be called "World of Warcraft", the team size was only 50 people, and Blizzard poached many meritorious members of "Endless Mission" from SOE in order to develop "World of Warcraft".
At that time, they saw that Blizzard had formed a development team of 150 people for "World of Warcraft", and they were so frightened that they couldn't speak, and even talked about it when they recalled it later, saying that they were directly scared stupid at the time, they had never seen such a large development team before, and they had never even heard of it.
And this is already a matter of the new millennium.
And Blizzard's development of "World of Warcraft" does have a lot to do with "Endless Quest".
As we all know, Blizzard's favorite thing is to borrow the ideas of other game companies, such as their famous work "Warcraft", which is the idea of borrowing from Ximutou's "Dune 2", and the people of Ximutou are very indignant about this, but there is no way, who makes them really inferior to people, and the games they make are not as good as Blizzard, which is also a matter of no choice.
After all, players only know who has the fun game, not who made it first. (To be continued......)