this post was submitted on 20 Feb 2024
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[–] makeshiftreaper@lemmy.world 78 points 9 months ago (14 children)

A perpetual problem I have as a Scrum Master in the tech field is the business people's inability to understand that nine women can't make a baby in a month. There are just certain things where throwing money at it won't give you any faster of a return on investment. More money doesn't make better games faster, if anything it adds bureaucracy that impedes critical work. Most great video games aren't capable of being produced on an annual basis and trying to hit your Q4 results over and over won't magically produce high quality output

[–] MomoTimeToDie@sh.itjust.works 6 points 9 months ago (4 children)

It's a balance, no? Yeah, you can't always just throw more money and staff at the project for infinite gains in speed, but on the other hand, there's absolutely studios that suffer from understaffing, where just bringing on employees to get tasks done would massively improve the speed.

[–] makeshiftreaper@lemmy.world 17 points 9 months ago (3 children)

Eh, I think you'd be surprised. It really takes a lot of time to get someone from new hire to productive member of a team. Even with the money to just shotgun hire new people and keep good fits it still takes time for them to understand the vision, tech stack, workflow, and culture. I honestly think software is an environment where finding and investing in good people matters more than money and that no amount of venture capital will fix that

Highly motivated developers with passion projects will always exist (Minecraft, Stardew Valley, Undertale, Dwarf Fortress). However producing high quality art in a corporate environment is possible, repeatable, and scalable if you acknowledge the inherent reality of creative development

[–] Appoxo@lemmy.dbzer0.com 1 points 9 months ago

Agreed.
Including a shitty or just bad or incomplete on-boarding for the business processes just extends to time by a good margin.

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