If the recent shakeups at Xbox mean one thing, it's that developers need a publishers cruel and steady hand to guide things. You give "creatives" unlimited leeway and a cushy job and they will produce a whole lot of nothing. That's how you get 15 layers of management and a ton of mediocre games. Bobby Kotick was right all along.
>>743365389Yeah you are right they should have put them to work on Elder Scrolls as an Anthem-like co-op live service experience like business geniuses usually do
can't wait for them to fire all the wokes
>>743369485>Elder Scrolls as an Anthem-like co-op live service experienceSounds good to me.
>>743365389Kickstarter has shown years ago that suits and creatives are both needed to make good games. There was only really a few successful Kickstarter projects. Just like how only Playground games could make good games under Phil "hands off" Spencer.
>>743370093No retard. Suits have never created anything good in the history of anything. Creatives and engineers have.
>>743370242>Creatives and engineers have.Creatives need deadlines and accountability. That's what the suits provide, adults in the room. This can be taken too far, deadlines can be too aggressive, but fundamentally all people need accountability.
>>743370242Of course they did. Since the PS2 came out making games is serious business and it is very likely all the old games you liked was balanced by both sides. Look at how Xbox gave infinite money for all their devs and what they ended up making. You need the carrot AND the whip.
>>743370242You can't let series like Fallout rot on the shelf for 20 years that's ridiculous.
>>743370242Last decades creatives and engineers are todays studio suits. They are far less effective at keeping things moving then people who have dedicated their lives to suitery, the ones who would have been asked to be the studio suits before the industry matured.Every single issue in this industry is because of the creatives gaining senority and power in their organizations. They are sympathetic to the people they used to be, and refuse to do what is needed in order to keep things productive.The only reason a studio bloats to 1000 people is because there is a former dev or engineer at the top telling their publisher more bodies is the only way to solve their problems.
>>743365389I was quite happy with the output thinking those were smol dev time low budget games but somehow som was not a small sidegame but their maingame costing tripple millions of dollars.Tim Schäfer pretty much gave his entire studio a 5 year long holiday billed by Microsoft where they all just fucked around and did 2 tiny small games that should have needed 6 months of dev time at most.
>>743365389Bobby was right.