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One person made the best train sim. Meanwhile AAA studios need 400 people to make the same game twice.


I think Elder Scrolls Oblivion was like 80 person core team and 4 years of development and New Vegas was like 70 person dev team and 2 years of development.

But starfield, which was widely criticized by fans, was over 100 people and 8 years development. With the most common criticism from former devs being about the additional management structure and difficulty of communication.

I can’t help but feel there is a lesson there for tech companies where engineering orgs for products are 200+ people when a 20-30 person startup is your top competitor in the vertical.


You can also reduce team size by employing insane, life-destroying crunch time.


including patches to make "it stable", and do not forget DLC additional updates!




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