Back to the budget topic, I'm sure TLOU was the most expensive game by SCE..
The dev cycle was "very short"...probably not.
Back to the budget topic, I'm sure TLOU was the most expensive game by SCE..
Wow! kojima pro and sony on production Wow. Lol
Using an engine like UE4 is completely pointless and unnecessary within WWS. They have the ICE team for a reason ( ICE stands for Initiiative for Common Engines ). The tools that GG uses for Killzone SF are the same as the ones for Polyphony or Sony Japan or whom ever. Of course the studios will go in and customize the tools already available to them to make them work for their games specific purposes but what GG is doing with their engine is not some foreign mystery to Yoshida and other teams internally within the studio. They all collaborate together which is why the first party studios are so frequently able to raise the bar no matter the size of the team.
The week thing was an exaggeration of course but no doubt if Kojima requested the ability to use that toolset they would have it ready for him in relatively short time. It's not like the tools are being written with some foreign programming language. They are all using the same programming language no matter the country.
People are getting all hyped up over very little.
A meet up between Cerny and Kojima does not necessarily mean a hire.
He probably will start a new studio with the best people he could bring from Kojima Productions and work on something else entirely new. He would have the kind of creative freedom that neither Microsoft nor Sony would ever give him (and certainly not Konami).
Provided said developer agrees, of course.
And more recently, had lay offs in SSM, Sucker Punch and Evolution. Ueda is no longer a Sony employee, he is now a third party partner. They just don't don't do that sort of thing any more.
Yes, because it's that easy. Sony waves their hand and it magically happens within a week. Do you have any idea what you're talking about? We're talking about a complex engine with millions of lines of code, not relatively simple pieces of code or tools. Even if the documentation exists (my guess is it's currently fairly limited, because there's no point creating a lot for an engine that's almost entirely used by the same two internal studios), translating that would take a shitload of time. And as for support, unless Kojima's team are going to give Guerrilla or Xdev a call every time they run into a problem (from a different time zone and in a different language, two major problems with that idea), how are Japan Studio going to build a support team that has intricate knowledge of the engine that quickly?
UE4 provides fantastic Japanese documentation and support because that's one of its main selling points and they've poured a lot of money and time into it. They're the only major engine that offers those and even then it still took Epic years to do (just look at how much of a mess Japanese UE3 games were last gen, Japanese devs had no idea how to use it).
Infamous second son did not have underwhelming launch sales, quite the opposite actually. Biggest launch for the series and Sony sent out pr about how it sold like a million in 9 days or something and for a launch window title that did really well for them. Critically yes, it did not live up to expectation due to lack of unique stuff to do in game. Drive club is most likely a decent success considering the recent goal it reached of 2 million sold. Layoffs are not unusual at the end of a project so they will likely ramp up a year before the respective studios next title.I don't know about Microsoft but for Sony I doubt it... take into consideration that "The Last of Us" was created based on a comic drawn and written by Neil Druckmann. That and SCE did let their Japan Studio go on projects like Puppeteer, Freedom Wars, Gravity Rush, Knack.... So SCE are, as of now, more permissive than most publishers out there when it comes to the creative freedom they give to their in-house studios.
Which all could be explained by underwhelming launch sales (most likely due to high expectations) of their most recent titles; SSM's God of War Ascension, Sucker Punch's Infamous Second Son and Evolution's DriveClub (That and the online mess at launch).
You do realize that Until Dawn was rebuilt on the Killzone Shadow Fall's engine, right? A game developed by a second party studio...
So I doubt documentation would be much of a problem here...
MM is relatively small though. SCE's most expensive games on PS4 will be from Naughty Dog, Guerilla Games, Quantic Dream, SSM and Polyphony.Dreams has been in development since 2011 and they had to work like crazy to create the tech that can support that games vision.
Dreams has been in development since 2011 and they had to work like crazy to create the tech that can support that games vision.
And by current employee stats and interviews we have about 200 devs on Uncharted 4 and Horizon and around 150 at SSM and Quantic Dream working on their respective PS4 games. Dev time usually between 3-4 years.The whole company has about 50 people.
Tearaway was developed by a small portion of it over that time as well.
But even if the entire team was working on Dreams, it'd look like this.
Uncharted 3 - 110 people over 2 years.
MM - 50 people over 4 years.
Uncharted 3 is ahead even in the worst case scenario.
From all the sources I can find, 15 people worked on Tearaway.
So really at probably it's 35 people over 4 years. That's a very small team.
You do realize that Until Dawn was rebuilt on the Killzone Shadow Fall's engine, right? A game developed by a second party studio...
So I doubt documentation would be much of a problem here...
Since when does NG take 4 years to make a game?And by current employee stats and interviews we have about 200 devs on Uncharted 4 and Horizon and around 150 at SSM and Quantic Dream working on their respective PS4 games. Dev time usually between 3-4 years.
Well technically they prob started working on The Last of Us right after Uncharted 2 came out and it didn't come out until 2013.Since when does NG take 4 years to make a game?
The whole company has about 50 people.
Tearaway was developed by a small portion of it over that time as well.
But even if the entire team was working on Dreams, it'd look like this.
Uncharted 3 - 110 people over 2 years.
MM - 50 people over 4 years.
Uncharted 3 is ahead even in the worst case scenario.
From all the sources I can find, 15 people worked on Tearaway.
So really at probably it's 35 people over 4 years. That's a very small team.
Because this is not the only game youre working on now is it [Media Molecule has announced a PS4 title, but have yet to name it or give real details]
J: No its not, and for a tiny studio making two games is quite a lot. The Tearaway team is probably about twenty people.
M: There are probably about twenty to twenty five people.
20 - 25 people worked on Tearaway: http://www.playstationlifestyle.net...heir-ps4-game-littlebigplanet-and-having-fun/
Tearaway has been in development for around a year, with a team of 15 within Media Molecule working on the game and with Rex Crowle and co-founder David Smith leading the project.
"The focus is Tearaway, but Media Molecule is a lot more than 15 people," added co-founder Alex Evans.
I'd love for him to do something similar to ZOE. Let him make a mech game lol.
Yeah but by that 2-team logic I presume we get Uncharted 4 March 2016 and new IP Q4 2017.Well technically they prob started working on The Last of Us right after Uncharted 2 came out and it didn't come out until 2013.
Uncharted 4 is likely to be Naughty Dog's most expensive game. For reference, Uncharted 1 had about 70 developers, 2 had about 90, 3 had about 110, Last of us about 150 and arne confirmed over 200 working on Uncharted 4. That combined with the longer than usual development time for Naughty Dog titles, I can imagine this one costing quite a bit. However, past naughty dog titles have been very cheap relative to other studios so not sure it will get close to that 80m number.
Horizon again has been in development a long time and similar to Naughty Dog, the studio have had a rather rapid increase in employees over the last year and a bit. Added to the fact that the game is supposed to be a giant open world I imagine this too will be guerrilla's most expensive game.
GoW4 I have no idea about but you can be damn sure that Sony sunk a lot of money into Stig's cancelled IP.
Hence "between 3-4"Since when does NG take 4 years to make a game?
ND is an intresting beast. The two project setup may or may not exist anymore.
Their games:
2005 - 2007 Uncharted (2007 Fall)
2007 - 2009 Uncharted 2 (2009 Fall)
----
Two project split
----
Henning - Richmond:
2009 - 2011 Uncharted 3 (2011 Fall)
2011 - 2013 Uncharted 4 pre-production
2013 - 2014 Uncharted 4
2014 Summer: Director change
Druckman -.Straley:
2009 - 2011 The Last of Us pre-production
2011 - 2013 The Last of Us (2013 Summer)
2013 - 2014 Left Behind (2014 Spring)
2014 - 2014 The Last of Us: Remastered (2014 Summer)
2014 - 2016 Uncharted 4 (2016 Spring)
According to this Druckman and Straley only in 2016 may start the preproduction necessarry for The Last of Us 2, and I expect us to get it by 2019.
And ND had to promote the new Leads to head another game around the middle of 2014. who may be working on a new project - possibly new ip.
This is how I see this:
New Leads:
2014 - 2016 New IP pre-production
2016 - 2017 New IP (2017 Fall)
Druckmann - Straley:
2016 - 2017 The Last of Us 2 pre-production
2017 - 2019 The Last of Us 2 (2019 Summer)
Release on PS4 would be:
2014 - The Last of Us: Remastered
2016 - Uncharted 4: A Thief's End
2017 - New IP
2019 - The Last of Us 2
It all depends on the idea, that there is a pre-production team with new leads inside ND.
What do you think?
There is no way you will get a new IP from ND in 2017. I wouldn't count on ND's game post UC4 releasing anytime sooner than the end of 2018 at best.
Pre-production means that a small team is exploring ideas, you still need the full team to do a production and on PS4 that takes 2-3 years for AAA title at the very least.
There is no way you will get a new IP from ND in 2017. I wouldn't count on ND's game post UC4 releasing anytime sooner than the end of 2018 at best.
Pre-production means that a small team is exploring ideas, you still need the full team to do a production and on PS4 that takes 2-3 years for AAA title at the very least.
Just imagine R* covered the whole development cost by pre-orders..
Druckman -.Straley:
2009 - 2011 The Last of Us pre-production
2011 - 2013 The Last of Us (2013 Summer)
2013 - 2014 Left Behind (2014 Spring)
2014 - 2014 The Last of Us: Remastered (2014 Summer)
2014 - 2016 Uncharted 4 (2016 Spring)
We pretty much know for a fact they only have one full production team and a smaller team doing pre-production. During Uncharted 2 and The Last of Us they had another medium sized team starting work on Uncharted 3 and 4, but right now its definitely rather similar to most studios under Sony's belt.ND is an intresting beast. The two project setup may or may not exist anymore.
Since the thread was closed, here is my list of what i would like from the next gow:
-Keep kratos
-Keep it linear, but with extra path (kinda like uncharted 4), maybe leading to an unique mini-boss
-10-12 hours long
-Make kratos a true hero, let him redeem himself and save the humanity
-More combos
-Find the right balance between fight/exploration/puzzle solving
-Introduce new enemies and make them varied, not just estetically (example: the same type of enemie can have slightly different moveset and different armors that make them harder to defeat)
-Varied weapon
-More interaction with the enviroment
-Keep the physical attacks, the possibility of steal the enemie's weapons and the grab introduced in ascension
-Expand the new qte mechanics introduced in ascension
-Give me a glorious soundtrack like in gow3 (the ascension one was good, but not gow1-2-3 level of good)
-More epic bosses (i'm sure there will be)
-Arena mode with a lot of options, maybe even some level playable in coop
-More extras and not unlockable just by finishing the game at any difficulty
-Photomode
Dreams has been in development since 2011 and they had to work like crazy to create the tech that can support that games vision.
<snip>
Which all could be explained by underwhelming launch sales (most likely due to high expectations) of their most recent titles; SSM's God of War Ascension, Sucker Punch's Infamous Second Son and Evolution's DriveClub (That and the online mess at launch).
You do realize that Until Dawn was rebuilt on the Killzone Shadow Fall's engine, right? A game developed by a second party studio...
So I doubt documentation would be much of a problem here...
I feel they should remove the fixed camera. While it may sacrifice some of the cinematic elements of the series, it should help improve the game in a number of other ways. Other than that, I agree with most of yout points.
God I'd be so disappointed if the next GoW was another Kratos game.
I just want a drastic change of setting, Kratos can stay.
Same, I had no problem if its Kratos again as long as they make it clear its not another revenge story. Give Kratos different motivation. I kinda like how GoW3 make it as if Kratos freed humanity soul from the Greek Gods control.I just want a drastic change of setting, Kratos can stay.
I still really like the idea of Kratos taking on other mythologies, like the Norse or Egyptian pantheons.
I'll be cool with it if we get a new protagonist, but I'd still like to see Kratos return more.
I still really like the idea of Kratos taking on other mythologies, like the Norse or Egyptian pantheons.
I'll be cool with it if we get a new protagonist, but I'd still like to see Kratos return more.
Same, I had no problem if its Kratos again as long as they make it clear its not another revenge story. Give Kratos different motivation. I kinda like how GoW3 make it as if Kratos freed humanity soul from the Greek Gods control.
I just want a drastic change of setting, Kratos can stay.
I feel they should remove the fixed camera. While it may sacrifice some of the cinematic elements of the series, it should help improve the game in a number of other ways. Other than that, I agree with most of yout points.
Playing a GoW without a fixed camera would be weird as hell.
It really lends itself to the cinematic aspects and gameplay approach since day 1.
Kratos should stay yep.
I wouldn't mind either, but new mythology and scenery is an absolute must if they don't want the franchise to fizzle out.
Yes but how would evolving the series be a bad thing. Might as well have GTA be a top down 2d game as it was like that day 1. You can still be cinematic without a fixed camera and for God of War to be interesting to me, I want it to feel fresh..
What. GTA going from 2D to 3D was a natural evolution where the formula was kept relatively similar. You know, just like Mario, Zelda, FF and a few hundred other series that made that same exact transition. Changing GoW's camera from fixed to interactive is nothing like that. It's a design decision, one that would fundamentally change the gameplay of the series. And for what gain? Not much from where I'm standing. To me it sounds like you just want change for changes sake, not evolution.
I've said in other threads that I think they should 'Assassin's Creed' God of War and create a new character that shares design similarities with Kratos so is still recognisable but is a blank canvas narratively. It didn't really go down well.
I understand commercially why Sony would want to stick with Kratos, but I can't believe fans want more of him. He's an awful character IMO - and shoe-horning him into another mythology would be a mistake.
What woudl be the point then seriously?AssCreed/LoZ approach is also what I think is best for both creative + commercial factors.
Keep the iconic aspects of the character design like white skin and red tattoos. but otherwise make it essentially a new character in a new setting.
AssCreed/LoZ approach is also what I think is best for both creative + commercial factors.
Keep the iconic aspects of the character design like white skin and red tattoos. but otherwise make it essentially a new character in a new setting.
What woudl be the point then seriously?