this post was submitted on 10 May 2024
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Some of the games I like the most -- some roguelikes fit into this camp -- had very small teams working for a long period of time on a game, spending a long time iteratively refining the gameplay.
I'm not so sure that I prefer the "wide" model of many people for a short period of time versus a few people for a long period of time. Certainly there are things that the "narrow" model can and has done well that the "wide" model hasn't.