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by johnnyanmac 641 days ago
> 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.

What do you think comes to mind when you hear "optimizing each dev"? My suggestion was for each dev to work wider, not deeper. There'd inevitably be a hit in raw fidelity, but that's part of the point I wanted to make.

Of course, no amount of automation even with AI will make up for millions of hand crafted man hours. But my big discrepancy with modern game dev is: for how much business want so care about costs and skimping on labor, we go far, far past middling returns in order to deliver these AAA games. I'd definitely wager that you could preserve 80% the quality of Doom 2016 with 20% of the staff (and pay that staff better, not just pocket the 3x cost reduction) and it would still look top of the line. Even then I question the middling returns.

There are good and insidious reasons why it's so rare, but I was really hoping these better tooling over time would produce more indie studios able to work at around a AA level of production. 5-10 people making games that really aren't that vast a gap from AAA presentation to the common consumer. Instead that sector is seemingly shrinking. It's a problem I at least want to try and chip away at in my career.