Lisbeth_Salander;n9487321 said:
Huge news.
According to an
unnoficial finance report, there are over 550 employers working at CDPR right now.
If with 200 they were able to make Witcher 3, imagine what they can do with 550. Hell if at least 450 are working full time in Cyberpunk 2077..christ this game might strike the gaming industry like a nuclear bomb.
kofeiiniturpa;n9487451 said:
If Witcher 3 had 200, CP2077's possible 450 means more than twice the expenses on workhours per pair of nostrils alone, which has to be accounted for when thinking about the audience-to-be. Plus, a huge team is way harder to manage, as the information flow from top to bottom is far less clear and personal than with a smaller studio (e.g. the nameless codemonekeys in cubicles in a big team are just that, nameless codemonkeys in cubicles). It's not a straight translation from manpower to a guality (that would mean also Ubisoft would be making good games, and not just odorless copypaste shit).
Anyway... Isn't that kind of old news alredy, though. I thought the studio size was alredy stated and there were mentions about 800 employees at some point (the thread about it has disappeared in the abyss with the recent influx of reopened old topics, though, and I can't bother digging it up, so... oh well).
I often see either one of two comments on the size of a development team.
"Ah man, this game is gonna suck, there's too few people to do all that stuff the way I think it should be done"
"Ah man, this game is gonna suck, with all those people employed it will be built to appeal the masses, who unlike me, have bad taste in games.
Occasionally I do see "They hired more people, cool, the game could be even bigger and better that the last one." Like the OP.
But realistically, I'd say the number of people that they have apparently gained kind of sounds right to me, given their objectives.
Maybe its even conservative. For 3 main reasons.
MULTIPLAYER
Id Software working with Saber Interactive, to make Quake Champions, have a total 700 employees according to their linkedin pages, and they STILL screwed up the most important multiplayer shooter component
https://youtu.be/acjTi_i2KRQ?t=373
So when the origin and king of multiplayer FPS has trouble with net code, along with tens of other developers experienced in multiplayer I must say that to add on an extra bunch of people for (hopefully) getting that multiplayer component right doesn't surprise me.
I don't think CDPR intends to half-ass the MP component. It isn't being mandated by a publisher like Bioshock 2. I also suspect that they know it is going to be insanely difficult.
They're gamers, and I doubt they've seen the giants fall on their ass in failure and thought that they can just walk in the scene never having done multiplayer code before and ace it without some serious resources put behind it. Honestly, right now the only companies who have a good track record with net code are Valve's Source titles and Blizzards titles, and COD.
There is a reason that COD has scrapped every other single component of the Q3A engine, but not MP code.
BIG PLANS
Also, they might have 4000 pages of documents to work from, but that's a hell of a lot of work. If the Bloody Baron quest was 60 pages, imagine how much work 4000 pages would be. And that's just the CP2020 side, never mind everything that will be added to it.
It reminds me of the PAX interview of the company CEO building Witcher 1, where they had little idea on the outset of the amount of work the content they wanted to implement would cause, except now they do.
BUGS
We should also consider the effort I presume is being made on squashing bugs this time around.
I have the highest opinion has TW3, because it redefined immersion in a way that hasn't happened for me since Half Life.
...................
You know what though? I still have this bug that comes up regularly where the UI mouse get's stuck from cinematic dialogue menu into the third person view, and the only way to fix it is to save, restart, reload. Now, I suspect SLI has something to do with it, but if it doesn't, that would mean it's just a game bug. And there's crashes and other bugs, not to mention game design choices I think were made in error. A game as big as TW3 made with a budget 1/3 that of GTA5 is probably why many of the little issues (opinion dependent here) never got solved.
CP77 isn't TW3, its not going to have a massive fan base who will have played the two previous titles and read the 7 books about it, and therefor be already invested in a title despite problems.
It just simply doesn't have that advantage. So it just can't hurt it's first impression with similar problems at launch. It has to be as good if not better than TW3 1.31.