If I were to go about the best way to structure MS studios and their production times I would go with something like this:
343 - A 4-5 year production time (due to the team size 450 plus)
- Focus on internal tech and Halo engine (lead studio)
- Focus on core content (Maps, modes etc)
- 3 Team approach to development, Live team, production team and prototyping team
- A 3 year GAAS support time after launch followed by a year of small updates
- Rockstars approach of just building on the core fundamentals to massive heights
(open world size, intractability, AI, LOD and graphics etc.)
- Using Halo as a core platform feature not game
- Using Halo to emphasise platform features (Live, Cloud, Arena etc.)
Coalition - A four team approach, Live team, Production team A, Production team B & Prototype
- Two franchise approach, alternating between the two at a two year gap
- Refocusing of gears to its original war story and horrors elements
- Focus on holding on to its TPS crown, but continue to redefine it rather than stagnate
- A more clear focus on story, as their other studios dont have a focus in this area
- A new IP that can follow the GAAS model but is story focused single player
- A live team that works across both franchises
- A prototype teamed that is constantly in pre-production for both franchises
- A increase in team size were appropriate
- A four year development time with smaller production teams (100-150)
- Rod organising a studio heads structure
- Defining clear creative leads within the studio, Rod focuses on management
Turn 10 - A three studio approach, Playground, Turn 10 & a new studio
- A new franchise entry for Forza, Motorsport, Horizon & Underground?
- A three year development cycle for Horizon and Underground
- A four year development cycle for motorsport (2 per generation)
- A focus on a longer multiplayer focused GAAS model
- A redesigned GAAS model that doesnt focus on car packs but expansions
- A introduction of cosmetic transactions to lower expansion entry price
- Free race track model, subsidised
- A focus on building a competitive model for Motorsport
- Horizon continuing to focus on expanding the casual audience
- Underground would not follow any GAAS model to avoid competition and team size
Rare - Blizzard model of multiple GAAS games with long-tail support
- Evergreen studio, studio is seen as a revenue generator rather than IP studio
- Internal Publishing team focused on reviving old franchises (IG would report to Rare)
- Continue a New IP focus, its good to have a studio known for that
- GAAS Focus (their studio started restructuring two years ago) they have handled it very well
- Platform focused, Rare is seen as integral as xbox live to the platform revenue model
- Embrace history to build a studio image similar to a Nintendo or Rockstar
- Rare seen as a publishing label for other internal MS studio projects (Ori etc)
- Multi team approach, multiple live teams supporting multiple GAAS titles and prototype
- Community driven design, not in prototype but polish and content generation
- 4-6 Year development times using small core teams
- Focus on constant prototyping for new IP and existing GAAS
- Eventual Multi small studio style approach, similar to Dice
- Studios shouldnt eclipse 150 people
- Eventual solely live team studio accompanying the main studio
Mojang - Internal indie development, developed by the Minecraft teams (Cobalt, scrolls etc.)
- Continue to do what their doing
Microsoft Studios Development team (90 Developers Seattle) (?? Developers England)
- Continue to focus the publishing arm on second party studios (Undead labs etc.)
- Development on core MS studio PC franchises ( AOE, Mech series etc.)
Lionhead - Rebuilding the studio from the ground up to support the large RPG model
- They have shown they know how to build internal studios with coalition and 343
- Small 30 people creative leads team that builds the studio
- Focus on large open world RPG market (Witcher, Fallout etc)
- One large team focused on a single project over 4 years
- GAAS support through large expansions
- Second smaller team focused on expansion content
- Core engine and technology team, Prototyping team
I wouldnt expand First party anymore than this, it would also have to be expanded slowly over time especially in Rares case. I would also have a team working solely on the Pc Platform similar to the xbox platform team. A store that is viable would go along way in making this sort of restructuring more viable in the short term.