So no Olympus?

by ThickGrape
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Re: So no Olympus?

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@Lord_Scorpion34They are growing, but this takes time a lot more time and effort that many think. It's not easy to find mid-level/senior devs that fit well in the team, not even if the offer is very attractive. Most devs in this business are driven by their passion for gaming and the creative process and the unique development challenges that they involve, so it's hard to take them away from the places they grew up in professionally. When they finally find the right people, the next step is to spend a considerable amount of time training them to use their specific dev tools, learn the in-house rules, the do's and don'ts of their custom systems and game engines, etc.. But, as the team gets bigger, the management becomes way harder. A team that grows twice in size is never twice as effective as before, it can actually advance slower if it's too big (arguably, this might be one reason why some of their top devs left the team about the same time Respawn announced their intention to open another studio). On top of all this,  the work from home situation caused by the pandemic slows down things even more.

Another thing, the studio never wanted to focus on a single title. Their growth benefits Apex Legends just partially, we shouldn't assume that, if the team doubled, then the Apex Legend department doubled as well.

Also to be considered, when the list of features in any software grows linearly, the list of issues can grow exponentially. Just to give you an example, the first added legend, Octane, only needed to play on Kings Canyon and be balanced against 8 other legends. The next legend will have to be balanced against 15 and will have to play well on 3 maps, let alone their alternate version (night time King's canyon, pristine World's Edge that we recently visited in World's Edge). Sure, the accumulated experience gives a boost, but this does not apply when there are a lot of new people in the team. In fact, this might be why some issues show up their ugly faces again.

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