Large Dev Teams Do Not Make For Quick Dev Cycles
Josh Bennett writes "1UP has a recent interview with Splinter Cell Chaos Theory Producer Mathieu Ferland where he talks about the difficulties in developing the game. In the article, Ferland said there are 120 people working on the game. That's not unheard of for a big budget EA game, but those games come out every year and the new Splinter Cell is taking more than two years at this point. Interesting read."
That's why you have *gasp* management! I know the word management generally only conjours up images of PHBs to most people here, but the only way you are ever going to get a group of 120 people to work towards a communal goal is to break them into units (and most likely sub-units) and have the managers handle the inter unit/sub-unit communication. That way the people on the bottom can go about working on their little section of the game while their manager makes sure their section fits in with the rest of the groups.
I fear the day anyone thinks this is a load of crap and sticks 120 engineers together on a project with no sort of leadership hierarchy.