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>> it takes 2-d and 3-d artists, character designers, writers, musicians, sound effect specialists, voice talent, and various specialized programmers. Minecra
by sandworm101 5y ago
>> it takes 2-d and 3-d artists, character designers, writers, musicians, sound effect specialists, voice talent, and various specialized programmers.
Minecraft. AAA games need a full crew, but many/most of the truly groundbreaking games come from very small teams. KSP, Factorio and Prison Architect spring to mind. If they don't have the specialist then the game just doesn't get that aspect. Minecraft didn't use writers. KSP used open source music. In the end you discover that none of those disciplines are absolute necessities. Factorio and Prison architect proved even 3d rendering unnecessary.
- thrashh 5y agoThe games that you list were made by people who were already making games. For years.
- deleted 5y ago[deleted]
- seba_dos1 5y ago> Factorio and Prison architect proved even 3d rendering unnecessary. I believe this was already proven by a huge number of games existing way before these two ;]
- PaulHoule 5y agoPrison Architect is one of the most disturbing media I've experienced, way beyond Frog Blender and the torture scenes from 24. That is, you play someone who does cruel things to people while sitting comfortably at a distance.
- sandworm101 5y agoIt was meant to have the opposite impact. As the warden/architect you have to manage the prisoners. You don't create them. You don't put them in prison. They arrive at your door every morning and you have to take care of them, meet their needs and keep them happy/alive. If anything, your goal is to shorten their stay and get them released asap. The game is meant to engender empathy.
- the__alchemist 5y agoOther examples: Two of my favorite single players games were done by relatively small teams: The Witness, and The Outer Wilds. I'm skeptical games as original and creative as those could be done by high-budget teams, due to profitability concerns.
- PaulHoule 5y agoYou can make a movie with a tiny crew too. A lot of people do it but you hardly ever hear about the results. There are some aspects of moviemaking that I could probably do professionally, others I have enough experience with that I know I'm terrible at them (acting, directing), and others that I'm totally ignorant of (what the hell does the "Foley" person do?) If I do make a video or a game I know I can do well in some areas and other ones are going to be weak. Right now for instance I am planning on writing three "Breakout" clones to try out three different programming models. There is really no game design other than tuning up a clone of a known design. Even though the point is to try out 'software architectures' for things that are gamelike but not games I'm going to work hard on visuals and sound effects. I'm not expecting to make enough unique enough that anyone would pay for it.