Councils are also bad for it. No surprise nothing gets done properly.
Maybe the fundamental problem is simply that games get exponentially harder to produce as the team size increases? That's certainly my view as someone that has actually been there and done that.It always seems to be that a few guys in a room, with no budget make an amazing game which launches a franchise. But then later, a giant company with a few 1000 people and a budget in the 100s of millions can't repeat it. Usually making something inferior.
A few very talented guys in John Carmack's living room made the original Doom games. They had to literally invent the technology and then make everything from scratch, as no one had done it before. Then still managed to bang out a classic.
But the modern remakes, with all the tools already provided to make it easy...meh. Instantly forgettable.
Maybe the fundamental problem is simply that games get exponentially harder to produce as the team size increases?
Maybe the fundamental problem is simply that games get exponentially harder to produce as the team size increases? That's certainly my view as someone that has actually been there and done that.
DEI/woke/whatever it is the ragebaiters convince you is the root of all evil....it's just noise round the edges. The underlying issue is how few organisations are actually able to make 1000+ game dev teams work. It's absolutely monumentally challenging in a way that people who haven't worked in the specific field of game dev will not understand.
This. Games are very technically ambitious these days and frankly, the ambition is massively outpacing the time, money and skill available to deliver it. The audience is no better, they expect more and more and more and expect to pay less for it with every release.Maybe the fundamental problem is simply that games get exponentially harder to produce as the team size increases? That's certainly my view as someone that has actually been there and done that.
DEI/woke/whatever it is the ragebaiters convince you is the root of all evil....it's just noise round the edges. The underlying issue is how few organisations are actually able to make 1000+ game dev teams work. It's absolutely monumentally challenging in a way that people who haven't worked in the specific field of game dev will not understand.
Basically, yes, the colossal amount of assets required for AAA games these days. Needs a LOT of artist, designers, and support staff.And is that also related to how graphically intense the games have to look nowadays? As the consoles get more powerful, the games have to look better and hence more people are needed to achieve it.
I will say this on the whole woke nonsense stuff....I think there is a fundamental problem here, again related to scale, not 'woke', but in general, diversity in it's most objective definition.Glad that you've said that with some experience IRL. I have no experience in game dev, but I've gone into plenty of companies to try to fix things, and scale / structure is the key problem in the vast majority of cases.
Companies get bigger and bigger as the demands and expectations grow, and creating the right structures to actually control and direct all of the disparate teams is unbelievably tricky.
I can only imagine how much harder that is in the world of gaming where you're not just trying to create a technological product, but also create a coherent piece of art and storytelling.
Patrick Weekes? This guy who has now deleted all his historic tweets?Size of the team?
The main writing team for the last Dragon Age game. Look who was leading the team. Guy with the blue hair.
- Lead Writer: Trick (Patrick) Weekes managed the team and oversaw the overarching plot (having previously taken over the franchise lead from series creator David Gaider during Inquisition). [1, 2, 3]
- The Main Writing Staff: Brianne Battye, John Dombrow, Sylvia Feketekuty, Mary Kirby, Lukas Kristjanson, Sheryl Chee, Courtney Woods, and Jo Berry. [1]
Patrick Weekes? This guy who has now deleted all his historic tweets?
Seems like this wasn't a size of team issue.
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people got hired based on what they had "liked on linked in" that was the most importaint criteria when hiring someone, if they liked the right flags and pronouns
Nah I’m good and im actually going to have a very good day of Hobby’s and a little bit of work around the house and family time.
You also shouldn’t be surprised that a lot of people are getting a kick out of this as it’s all right there.
One of the major negatives was that the game was preachy and moved away from the dark and more gritty feel to Disney marvel slop.
The main lead writer happens to have the elusive blue hair. The studio hired on political beliefs.
The game sold like crap and now people who were very brash on socials are having to deal with consequences of their actions and choices.
That’s accountability.
People can multitaskOh I’m not surprised. I’m just surprised people focus so much time on such a trivial issue. Each to their own, I know I won’t be on my death bed wishing I’d spent more time being angry about video game employees.
Didn’t see the same uproar about the current MI5 recruitment practices but then I guess that’s not as important to some as computer games lol.

People can multitask![]()
I've seen folks on twitter echo similar thought, and also say well bioware has always had gay characters, yes true but the 2 are entirely different.Oh I’m not surprised. I’m just surprised people focus so much time on such a trivial issue.
