How do you organize a game that has 2,000 people working on it?
I mean, with the general state of AAA gaming these days I have to assume they don’t. Have you seen some of the shit that’s been coming out?
I can’t imagine ever working on any project that large. Most of your people will essentially have zero communication with each other, and release a half-assed overbudgeted product as a result
Most of your people will essentially have zero communication with each other
does the texture artist really need to communicate with the advertising co-ordinator?
Not everyone needs to talk to everyone. But many people need to talk to many people.
Microsoft had to abandon the initial Vista project and start over because they couldn’t manage a team of 1000 developers. People working on adjacent features had to go through so many layers of management that in some cases the closest shared manager was Bill Gates. For something like getting a change in the shutdown code reflected in the shutdown dialog.
Huge teams become exponentially harder to manage efficiently.