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by johnnyanmac
640 days ago
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I think that's why the Paradox works. Doom was a technological power house in the 90's. Created by 5 people in 15 months. Techs advanced enough that you could make a facade of doom by yourself over the weekend (game design aside). Game devs can be so incredibly productive. But instead, demand sweeled to insatiable heights, as well as dev teams. Doom 2016 probably had hundreds of staff involved and 4-5 years of dev time. That's basically what happens when tech aims to be bigger and better instead of how to optimize each dev themselves to be individually more productive and keep the project lean (company structures aren't helping either). |
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Comparing Doom 1993 vs 2016 makes no sense in that context. There's no scenario where you make gigantic scale Doom-style game worlds circa 2016 with even 20-30 people, much less 5-10. Art asset creation alone for 2016 requires far more staff than the original Doom. Optimizing each dev wouldn't begin to scratch the surface in terms of what you need to get to Doom 2016 if we're talking a dozen people or less. You'd need extraordinarily advanced AI agents creating for you, and the year would need to be more like ~2040-2050. The tech underlying a game like Doom 2016 is a modest part of the labor scale problem.