Pacific Rim promotion poster exclusive in Japan.
Damn it's cool. Shinkawa is super talented. Also, Pacific Rim was awesome.
Pacific Rim promotion poster exclusive in Japan.
Seems like a harsh week for Xbone fans. Happy for Kojima.
But I'm sure that fat wad o yen helped him along the decision too.This is what I said last night. It was silly to think MS ever had a chance of courting Kojima when they just haven't fostered the kinds of personal relationships in Japan you need to make a deal like this. This was never about moneyhatting; Kojima was put through the ringer at Konami and wanted to partner with people he trusted and liked first and foremost.
Ground Zeroes vs. The Phantom Pain is evidence scale isn't everything.
Mech game with a small studio? People need to keep their expectations in check for this.
Respawn and Guerrilla are 100+ teams.
Guerrilla are like a 300 person team. A 100 person team won't be able to make an open world RPG in 2015.
God, that's got to sting.
Damn, someone should tell Bethesda...
Guerrilla are like a 300 person team. A 100 person team won't be able to make an open world RPG in 2015.
Wasn't The Witcher 3 made by a pretty small team (by AAA standards)?Guerrilla are like a 300 person team. A 100 person team won't be able to make an open world RPG in 2015.
Wasn't The Witcher 3 made by a pretty small team (by AAA standards)?
True. I honestly hope Kojima doesn't do another open world game. MGSV was mostly amazing, but the open world felt wasted. Hopefully he does something tight and focused.It had a 5 year development cycle, I don't think most publishers want that, they can cut that time in half with more staff.
I'm not saying it's impossible to make an open world RPG with a small team, it just takes an awfully long time.
It had a 5 year development cycle, I don't think most publishers want that, they can cut that time in half with more staff.
I'm not saying it's impossible to make an open world RPG with a small team, it just takes an awfully long time.
Three and a half year development cycle.
TW3 released four years after the release of TW2, if you add approximately ~1 year of pre-production time during the development of TW2 (that's what most studios do, to avoid downtime within the studio after shipping a new game), that's about 5 years.
Anyway, that's just semantics, more staff means shipping the game much faster, which is what publishers want.
TW3 released four years after the release of TW2, if you add approximately ~1 year of pre-production time during the development of TW2 (that's what most studios do, to avoid downtime within the studio after shipping a new game), that's about 5 years.
Anyway, that's just semantics, more staff means shipping the game much faster, which is what publishers want.
More staff = ships faster is a myth. There are some things in development which can be hastened by having more staff, or by outsourcing certain components and modules to other partners. But there are also a lot of things which contribute to how long it takes to develop and -polish- a software product where the amount of manpower you have will really not make any difference at all. At best having a ton of staff means that during those periods of development, the other staff can work on other projects which they can contribute to, at worst it means you have a bunch of people paid to twiddle their thumbs because of poor management.
I wouldn't say it's a myth, if Bethesda had more modelers or texture artists, FO4 probably wouldn't look like a cross-gen game.
I'm not convinced they got the translation right, mechanical design can also mean things like vehicles. Either way he's not necessarily talking about an upcoming project, just the sort of roles he'll be taking on in a more general sense.
I don't think throwing a bunch of contracted Sony staff at the project would necessarily be what Kojima wants. It's a bit fanfiction, but reading into what Kojima says seems to imply he wants to get back to more personalised, less industrialised work. The guy has been bolted to massive Metal Gear projects for over a decade, all of which have gotten bigger and bigger as he not-so-subtly laments not working on other franchises. Now he has no choice other than to work closer with a tight nit team on an entirely new idea with a publisher that's actually going to let him do it. Often working within perceived limitations (staff and budget) can do wonders for the creative process, rather than working on yet another 300-man AAA behemoth.
Plus, you know, despite the senior member experience this is entirely new startings for KojiPro. I'd rather see Kojima and co really pour themselves into a project they can manage and are passionate about at the expense of logistical development size in favour of a more passionately woven creative work, then once the studio has found its footing then can blow up into bigger things.
Let the dude breath a bit basically.
Maybe? But would the game ship -faster- than 3+ years it already takes? Having more resources means you can do more things at the same time. What I'm saying is that certain core things simply take time regardless of how many people are put on it. Level design iterations for example, or getting the game design right, balancing the game, studying the results of testing and feedback, these things don't go faster with more people. While these things are happening, if you have more people you can do more to improve the game, but those are all extras.
Maybe? But would the game ship -faster- than 3+ years it already takes? Having more resources means you can do more things at the same time. What I'm saying is that certain core things simply take time regardless of how many people are put on it. Level design iterations for example, or getting the game design right, balancing the game, studying the results of testing and feedback, these things don't go faster with more people. While these things are happening, if you have more people you can do more to improve the game, but those are all extras.
Probably, that's been Ubisoft's model for years, regardless of my or your opinion on their games, they ship their games very quickly.
Ubisoft's model works because they make dozens of games at the same time. That's part of my point which you don't seem to understand. Ubisoft may release an Assassin's Creed every year, but that doesn't mean it takes a year to make each one. They take 2-3 years to make each one, but they have so many resources they can juggle the developments such that they finish one each year. If they had the same resources (1000+ people) and made one Assassin's Creed game at a time with the same leads and core team for consistency, it would still take 2-3 years to make each one.
mechs huh... i smell spiritual successor to Zone of the Enders.
Not you specifically, Alienous, but it's interesting to see how the narrative seems to have shifted with GZ; from being dismissed as a "paid demo" to it's a "tighter, more focused experience".
It's going to be a horror game with mechs(not full blown survival horror but not full on high speed action mech combat either)
I have no idea how he'll do it but he will
I
don't think throwing a bunch of contracted Sony staff at the project
would necessarily be what Kojima wants. It's a bit fanfiction, but
reading into what Kojima says seems to imply he wants to get back to
more personalised, less industrialised work. The guy has been bolted to
massive Metal Gear projects for over a decade, all of which have gotten
bigger and bigger as he not-so-subtly laments not working on other
franchises. Now he has no choice other than to work closer with a tight
nit team on an entirely new idea with a publisher that's actually going
to let him do it. Often working within perceived limitations (staff and
budget) can do wonders for the creative process, rather than working on
yet another 300-man AAA behemoth.
Plus, you know, despite the senior member experience this is entirely
new startings for KojiPro. I'd rather see Kojima and co really pour
themselves into a project they can manage and are passionate about at
the expense of logistical development size in favour of a more
passionately woven creative work, then once the studio has found its
footing then can blow up into bigger things.
Let the dude breath a bit basically.
Ubisoft's model works because they make dozens of games at the same time. That's part of my point which you don't seem to understand. Ubisoft may release an Assassin's Creed every year, but that doesn't mean it takes a year to make each one. They take 2-3 years to make each one, but they have so many resources they can juggle the developments such that they finish one each year. If they had the same resources (1000+ people) and made one Assassin's Creed game at a time with the same leads and core team for consistency, it would still take 2-3 years to make each one.
More staff = ships faster is a myth. There are some things in development which can be hastened by having more staff, or by outsourcing certain components and modules to other partners. But there are also a lot of things which contribute to how long it takes to develop and -polish- a software product where the amount of manpower you have will really not make any difference at all. At best having a ton of staff means that during those periods of development, the other staff can work on other projects which they can contribute to, at worst it means you have a bunch of people paid to twiddle their thumbs because of poor management.
Often working within perceived limitations (staff and budget) can do wonders for the creative process, rather than working on yet another 300-man AAA behemoth.
It can be both.
I got it on the cheap so the amount I paid for it was negligible.
Hideo, can we get a horror game with mechs?
Cause I'm more wanting to see a horror game from Kojima vs a sci Fi/action mech game.
No more open world games, Kojima.
The label of "demo" implies that it isn't a fully fleshed out experience, merely a slice. Particularly funny when that is a criticism often levelled at TPP. Reframing the "demo" as a more "focused experience" kind of flies in the face of that. To me, it's the kind of semantic inversion/dilution of meaning that real estate agents use when they describing a tiny one-room house as "cosy".
Regardless, it's funny how that whole narrative has changed. No one described GZ as a "focused experience" before TPP.
More staff = ships faster is a myth. There are some things in development which can be hastened by having more staff, or by outsourcing certain components and modules to other partners. But there are also a lot of things which contribute to how long it takes to develop and -polish- a software product where the amount of manpower you have will really not make any difference at all. At best having a ton of staff means that during those periods of development, the other staff can work on other projects which they can contribute to, at worst it means you have a bunch of people paid to twiddle their thumbs because of poor management.
That's my point.
I don't think throwing a bunch of contracted Sony staff at the project would necessarily be what Kojima wants. It's a bit fanfiction, but reading into what Kojima says seems to imply he wants to get back to more personalised, less industrialised work. The guy has been bolted to massive Metal Gear projects for over a decade, all of which have gotten bigger and bigger as he not-so-subtly laments not working on other franchises. Now he has no choice other than to work closer with a tight nit team on an entirely new idea with a publisher that's actually going to let him do it. Often working within perceived limitations (staff and budget) can do wonders for the creative process, rather than working on yet another 300-man AAA behemoth.
Plus, you know, despite the senior member experience this is entirely new startings for KojiPro. I'd rather see Kojima and co really pour themselves into a project they can manage and are passionate about at the expense of logistical development size in favour of a more passionately woven creative work, then once the studio has found its footing then can blow up into bigger things.
Let the dude breath a bit basically.
The game won't come out soon and by that time, PS4 will be dirt cheap. If they can't play it because of controller preference, PC is there for them.
It had a 5 year development cycle, I don't think most publishers want that, they can cut that time in half with more staff.
I'm not saying it's impossible to make an open world RPG with a small team, it just takes an awfully long time.
I understood in the first place, man. It's still a semantic reframing of the debate. The derogatory "demo" becomes the positive "more focused experience". They're essentially describing the same thing.
I'm not saying it's wrong to think that, nor did I want to get into a protracted debate about it. As I said, I think it's a funny shift in/reframing of the narrative around that game, that's all.