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The original Wing Commander: Privateer had about 20 core team members and cost (guesstimating) around $3 million to make, inflation adjusted.

To put that in perspective, Fallout 4 cost around $150m to make (IIRC), and that was an amazingly frugal budget for such a large game (Several AAA titles have budgets twice that large).

To be honest, I would have been happy with something along the budget of the original Privateer. And that would have probably left him lots of wiggle room to experiment and engage in research-esque goals.

I cant be too angry at him for being ambitious, or even changing his goals, but the #1 thing Roberts did wrong IMO was accelerating to AAA-style development and growing the team to 400 large before even really knowing what he wanted to develop. Spending a $100k+ on mocap and acting as early as he did is like producing a movie and then writing the script for it after the fact.



I would say that Chris Roberts has always had a very good idea of the game he _wanted_ to build, but but the original plan was to only build part of what he really wanted. When the crowdfunding kept coming in, it enabled him to go straight for building the game as he envisioned it, rather than iterating after release.

It's also worth noting that CIG only hit 400 employees fairly recently. I know some of their major presentations have included employee counts over time, so you could dig up the exact numbers if you wanted to. I _think_ they had roughly 50 at the end of 2013, and maybe 150-ish at the end of 2014?


good points :)




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