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tankcommander

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About tankcommander

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    On the Coast
  1. tankcommander

    ~$15 million later

    It's also a matter of content. One year in and the content seems kinda low. Compared to Arma 2's development cycle of around 2+ years, people might expect more than one rifle and unfinished map. If they had more people working on it, such as modelers, map makers etc, there could be more items and a populated north Chernarus (as currently there are roads with no towns). This is separate to coding dilemmas that can consume vast amounts of time as content can always be made ready on the side.
  2. tankcommander

    ~$15 million later

    Awesome, wasn't totally sure about the team figures atm. With increasing numbers, it's not necessary they are all across the dayz 'scene'. Animators, modelers, programmers etc can be assigned tasks that don't require months of core involvement. It's fairly common for a lot of studios to bring in new blood around crunch time development in order to push a release. This could be outsourcing or internal recruitment.
  3. tankcommander

    ~$15 million later

    In light of the recent success of the Dayz alpha and reports of a further year before beta, can the team afford to increase their productive strength? From what I've learnt, the current team consists of roughly five core members which on occasion outsources various content. Logic would suggest that if you boosted your team numbers, you'd then be able to push a higher quality release sooner for a game which has already experienced long release delays. Having sold 500,000 copies for an alpha, would that swell of income be able to fund higher level production for a game that is essentially a mod?
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