Comment Re:Crunch mitigation (Score 1) 32
At least in the gaming world, it's a contest of which faction will win in the end. The creative types, the management types, the grunts (coders and QC), and the expectations of consumers that drive this feedback loop. There is no shortage of the creative types. They drive the story line, game play, and what you do in the game. Their problems are rooted in what could be better or more fun than the last release. The management types should be focused on scheduling tasks, making budgets work efficiently, and how their proposed or in work project can differentiate itself from the competition. The grunts have the difficult work of translating the ideas into working code within a time and money budget, and get QC to make sure the code runs on a wide array of hardware. The consumer expectations are the bar to which all three factions have to focus and decide what is and what is not essential at the beginning, not midstream. Management types understand how to keep a spreadsheet, but not how to write code and solve technical issues. Creative types know what is exciting and fun, but are not charged with making decisions that affect the scope and depth of the project. Coders are too often expected to be miracle workers when the pressure of unrealistic deadlines caused by the other camps makes compromises that erode consumer expectations. The changes made necessary by the evolving state of the art in hardware specifications makes a PC port of a console game even more challenging to keep QC in the ballpark while trying to make the best of a particular set of changing specifications.
Many here have blamed the consolidation of the industry as a prime suspect in the failure of the AAA range of titles, and that has some valid points. The consolidation was driven by the fact that the money to pay all of these competing camps has to come from somewhere, and the pie has shrunk in recent years. The demands of each faction has relative worth in the money world, and that is compounded by what price is seen as worth paying in the gaming world. The success of the subscription model from the mobile sector is what drives the entire industry now. You cannot have a franchise without some way of ensuring that your earnings are more like a service rather than a farmer who has a one-time payout after release. This is why there is a sharper disconnect now among the factions that produce and release content as well. It's a tough world to make a living in, and that is partly why the indie gaming community is making more gains of late.