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Trials Fusion has a dev team of 210?

ArjanN

Member
The number doesn't mean much if you don't know the hours each person put in. Half those people probably only barely touched the game and also work on 5 other Ubisoft games at the same time.

This is just the way Ubisoft works, where everyone works on everything.
 
RedLynx is 110 people.

100 other people from various parts of Ubisoft have lent their support at certain points in development for specific tasks.

Not sure how that = 210 dev team
 

Seanspeed

Banned
No, it's because I hate DLC announcements even before a game's release. And I hate the season pass business.
I don't understand why them announcing the game will receive post-launch support bothers you so much. I mean, is there a difference between them saying it now or saying it later when the outcome is the same? Pretty much all bigger name games get DLC nowadays. Shouldn't be a shock to hear at this point. Anyways, miss out if you want.

RedLynx is 110 people.

100 other people from various parts of Ubisoft have lent their support at certain points in development for specific tasks.

Not sure how that = 210 dev team
Its still surprising that they need 110 people for a game like this. And even then, they still need to enlist the help of 100 more. Its Trials. Not flippin Elder Scrolls.
 

Feindflug

Member
Well it looks great, it's out for a bunch of systems and it has a bunch of new stuff (like a random track generator).

And they scrapped online play...WTF Redlynx?

It also sucks that there won't be retail version for the 360. I'd pay 40e for a physical copy dammit! :(
 
Its still surprising that they need 110 people for a game like this. And even then, they still need to enlist the help of 100 more. Its Trials. Not flippin Elder Scrolls.

Unlikely that 110 people ever worked full time on it - remember that RedLynx has been developing another game (Frontier) too.

I don't get the moaning about "needing help". There are qualified people available in the larger Ubisoft family who might know more than you about next-gen consoles, or server architecture? And you don't ask them to chip in? Ludicrous.
 

StuBurns

Banned
I feel like lines must have been crossed somewhere, there is no possible way the team is 210, that would be what, $30/40m? They'd need three or so million sales just to get in the black, that's obscene for a little game.
 

Seanspeed

Banned
Unlikely that 110 people ever worked full time on it - remember that RedLynx has been developing another game (Frontier) too.

I don't get the moaning about "needing help". There are qualified people available in the larger Ubisoft family who might know more than you about next-gen consoles, or server architecture? And you don't ask them to chip in? Ludicrous.
Didn't realize they had more than one project. That does make it better.

As for the added help, its mainly just a sign that they're spending a lot of resources(time, effort, money) on this game, meaning that the expectations for success will be extremely high and puts the IP's future on the line. Basically, everything that people are complaining about with AAA gaming at the moment.
 

hodgy100

Member
perhaps then numebr of people is to make up for a shortened dev cycle? making a game in 6 months with 100 devs will cost the same as a game made in 12 months with 50 devs for example.
 
As for the added help, its mainly just a sign that they're spending a lot of resources(time, effort, money) on this game, meaning that the expectations for success will be extremely high and puts the IP's future on the line. Basically, everything that people are complaining about with AAA gaming at the moment.

I take your point (and it's obvious Ubi wants the game to be a great success) but this is how Ubisoft works. And far from increasing the cost, spreading the workload thinly across their army of people actually keeps costs low.

And you could argue that by getting support with technical stuff (optimising for next-gen, making sure it can launch on multiple platforms at the same time) it keeps the core game itself in the hands of RedLynx - which is surely better.
 
I worked in QA and we had a team of about 20 QA Testers for each platform that the game was going to be released on. Sure it was a much bigger game than Trials but if they are releasing on 5 platforms you can bet they have at LEAST 5-10 QA Testers working on each platform. That alone will fill in a large part of the 210 number folk are throwing about without any idea of what kind of work it takes to bring out a game on 5 platforms.
 

D4Danger

Unconfirmed Member
This thread reminds me of that one were someone was asking for a hundred grand to add a character and most of the replies were like "I could do it for $50"

It's not hard to imagine that 200 touched this game. I bet the QA team alone is 60+ (as mentioned above)
 

RoadHazard

Gold Member
Well, let's hope that means better QA work than they managed for the PC port of Evo. That piece of shit* still isn't fixed, AFAIK.

* The underlying game is awesome, of course, but the technical issues are just unforgivable.
 

OrangeCrush

Neo Member
Well, in all honesty, the size of the team is not the only thing one needs to look at. A development team of 50 that works for 3 years to bring a title to market is no different than a team of 150 that works for 1 year to bring a title to market. In other words, development time is the other side of the equation that needs to be looked at before making any sort of judgement.

Normally, I would agree that a team of 210 is hugely excessive, but if they brought together a team that large to get the title done in 1/2 to 1/3 the time it normally would have taken then that is a different story entirely. So really without knowing the whole story in regards to development time, there really isnt much one can say about this issue.

Personally, I consider Trials to be AAA Xbox Live Arcade content. This is one of my absolute favorite games from this last generation and I would be HUGELY dissappointed if this next iteration didn't live up to the previous entries in the series. I also think it was a big mistake on MS's part not buying this studio outright after the first release.
 

sheaaaa

Member
No, it's because I hate DLC announcements even before a game's release. And I hate the season pass business.

RedLynx has always delivered on their DLC packs, so your reaction is really bizarre. Would not announcing them before release make any difference?
 

jcm

Member
Ubi inflates team size counts to make it sound more impressive. I'll bet they're counting the secretary for the HR department in that 210. Don't take team size numbers or budget numbers from publishers at face value. They are both easily manipulated.
 
Pretty sure Ubi just throws staff at these projects just to inflate the number of it. 110 or 200, for a game that basically took 15 people 4 or 5 years ago is ridiculous. Especially when the tools for creation already largely exist...

Ubi probably just hires a bunch of contractors in India, and that organization probably has ~20 employees, 1 or 2 of which are working on the Ubi contract and Ubi says that they're working on Trials Fusion. Work of porting to different consoles is probably accounting for those bumps. What's too bad is all of those people will be let go when the project launches if there isn't something they can immediately transition to.

I can't even imagine working on a project that has 15 people 5 years ago and then working on essentially the same project with 200 people... It'd be a fucking nightmare because no project manager can go from managing 15 people to managing 200 in 2-years... Or from managing 15 contributors to managing 15 managers (who in turn are managing 15 contributors)

No, it's because I hate DLC announcements even before a game's release. And I hate the season pass business.

Trials & Red Lynx DLC offerings have been SPOT ON for what DLC should be, though. Perfect cadence, perfect price, perfect number of tracks/modes/unlockables/vehicles. They figured that shit out with Trials Evo. It was like as soon as I had really perfect the majority of the initial tracks (or, had given up), the DLC dropped and it was awesome.
 

Jac_Solar

Member
Seems fair to me. People shouldn't forget that Trials was pretty damn profitable this past generation. In fact Trials HD was one of the best sellers in XBLA's life. Don't underestimate the title just because it's not retail. I don't understand the attitude behind throwing a tantrum when the team making a game is little bigger. At worst it's just more people with jobs, you know?

Skyrim had 90 people working on it.
 

JaseC

gave away the keys to the kingdom.
Ubisoft has the Tetris licence now right?

I cant wait to see the 300 person, cross studio dev team that works on that.

The game will begin as a historical third-person action-adventure game in which it is your goal to obtain all seven Tetriminos from the malicious grasp of the Templars.
 

ShapeGSX

Member
Well that explains the $40 season pass + game retail bundle I saw earlier today.


Yup!

JitNNp8.png

That's just DLC. Expansion packs.

I'd consider micro-transactions to be paying for consumables. Or each item for the track builder costs you money.
 
Ultimately, it's Trials, it will probably be very good and the season pass is a fairly safe bet. Assuming they don't screw up the PC port again, I'll probably jump in day one.
 
The game will begin as a historical third-person action-adventure game in which it is your goal to obtain all seven Tetriminos from the malicious grasp of the Templars.

I hear the hunting and crafting is going to be pretty fun as well.

Also the animation for the tetris pieces is going to be procedural. No 2 blocks will ever come together in the same way!
 
Yeah that's a bummer. But they said almost no one played it; assuming that's true I can understand why they'd cut it.

Really, no online play? Dammit Ubisoft!
Their excuse is a load of crap too. I played a bunch of multiplayer in Trials Evo last month and had no issues matchmaking with different folks.

I think I'll stick with Trials Evo, thank you very much.
Good thing the community is still supporting it with amazing tracks.
 
Really, no online play?

Not at launch, but -- "Rather than jettison online multiplayer entirely, the team is re-evaluating the mode and would like to rebuild it with input and feedback from players.

"We want to continue with it so we already have extensions in the pipeline. We've been working on them, but it's also a question of can we involve the community to give feedback on what makes sense?

"The whole online multiplayer - there will be something like this but we're still thinking about how to do it right."
 

conman

Member
Just going to repeat what I said elsewhere about this: even with the rank incompetence of Ubisoft's garbage software production pipeline, I don't understand how a game that's pretty much materially identical to one that took like 15 people to make now takes 210 people.
Welcome to everything that's wrong with big-publisher projects.
 

eoa-swam

Member
No online play at launch seems to be quite a joke. I loved Trials HD on 360 and the online multiplayer aspect was excellent, so having it not available means this is a no for me.

Their statement regarding the future of multiplayer sounds really vague as well. Why do they have to ask the players?, just implement what you had before, it's that simple.
 
Not at launch, but -- "Rather than jettison online multiplayer entirely, the team is re-evaluating the mode and would like to rebuild it with input and feedback from players.

"We want to continue with it so we already have extensions in the pipeline. We've been working on them, but it's also a question of can we involve the community to give feedback on what makes sense?

"The whole online multiplayer - there will be something like this but we're still thinking about how to do it right."

I read that as "multiplayer DLC add-on." :/
 

eoa-swam

Member
On the Giant Bomb quick look Brad said they had it running at 1080p/60fps on average PC's.

I should have mentioned that it was more the multiplayer aspect of Trials Gold which was a mess, but now I've just read that it won't be included at launch and their plans for it in the future sound vague at best. Shame.
 
just as I was starting to get excited about the game after seeing footage, I see that Ubi is already poised to crash it into a mountain
 

Vanillalite

Ask me about the GAF Notebook
People wonder why we have issues in the gaming industry. The total ineptitude and mismanagement at some bigger firms is sad.
 
I really don't think having an extra 100 people to help out with some things makes Red Lynx a 210 man team. Especially if those things are, as the article states, QA, server stuff and transitioning to next gen. This is clearly their most ambitious game yet and they're also working on 6 separate DLC addons, which will most likely be great and extend the life of the game (based on my experience with Evolution's DLC).

I think the reactions in this thread are a bit over the top. Let's hold off on the funeral for Red Lynx until we see how this game does. My guess is it will sell fantastically.
 

John Harker

Definitely doesn't make things up as he goes along.
I worked in QA and we had a team of about 20 QA Testers for each platform that the game was going to be released on. Sure it was a much bigger game than Trials but if they are releasing on 5 platforms you can bet they have at LEAST 5-10 QA Testers working on each platform. That alone will fill in a large part of the 210 number folk are throwing about without any idea of what kind of work it takes to bring out a game on 5 platforms.

Yea. This thread is full of people who don't understand the studio system and development process. What's amusing though is that some people seem angry about it - as if people bringing you nice things is a bad thing.

At least the price is still low despite the all inclusive staff number.
 

cuyahoga

Dudebro, My Shit is Fucked Up So I Got to Shoot/Slice You II: It's Straight-Up Dawg Time
Assume 110 people is RedLynx's total headcount, and some of that staff is working on other projects—namely, the iOS Trials game. Can't imagine 110 people are on this title at RedLynx.
 

NeonDelta

Member
Didn't realise this was a full price game, £50 at amazon, they better have 5 times as many tracks and mini games this time
 

RoboPlato

I'd be in the dick
There's an extra zero in those numbers, right? Even with Ubisoft pipeline, that's fucking insane. I know QA takes some manpower but the number still seems pretty bloated.
 
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