Do i have to. Both operate on incredibly lean costs, to the point that when one finds a success, they can't even capitalize on it. The other isn't profitable, and as a result is branching out.Y2Kev said:How do you explain the continued existence and success of publishers like Atlus or NIS, who do not have "A-tier" products?
All their examples were terrible. They were all in japan, which again has a very different corporate structure than America, and all of them had established teams.StuBurns said:What he said was a major game designer could not leave a company and head a new major project, and he is wrong. They gave examples, and when they did, he decided to ignore them.
Rubin's point was a single individual has little power in this industry, despite there hits so having these type of people come in and innovate at the AAA level probably won't happen. Rubin hit upon, but didn't really explore the fact that you need a little groundswell support from the publisher before they take that risk in a studio.NeoUltima said:Well no shit if one dude comes to Activision and says "gimme $40 millions to make a game" they won't do it unless they(they as in publisher or the dude) have a team to do it.
What a silly wasted episode, talking about something so trivial. Reality is that when they come with a proposal, they will have a team, or even more likely, they will join an existing team of the publisher's to make the game.
So stupid, talking about something there is no standard for, it can be different in every situation.
Jaffe with ESP could be an example of what could happen(again there is no set rule): Leaves SSM and most of his team behind. Joins Incognito to make CaC. Then leaves to start ESP to make TMps3 with some people from Incog, some new hires, and maybe some transfers from other Sony studios.
Infinite number of ways something like this could shake down..
If you join a big publisher, you just become another cog in the machine.