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by masom
183 days ago
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What you are looking at is corporate environments; the studios of the past (Ex: Westwood and Blizzard) had a small headcounts, and people were direct decision makers. The story of Starcraft 1 is quite interesting as the devs copied the Warcraft 2 code and began changing it quickly[1](https://www.codeofhonor.com/blog/tough-times-on-the-road-to-...). > StarCraft was originally envisioned as a game with modest goals that could fit into a one-year development cycle so that it could be released for Christmas, 1996
> Warcraft II had only six core programmers and two support programmers; that was too few for the larger scope of StarCraft, No boardrooms of PMs, and Directors, and VPs, and execs, chiming in every decision, leading to fast turnarounds. |
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