Hvordan "fikser" vi AAA-gaming? Det er et spørgsmål, mange har stillet sig selv, og med 2025 som et fremragende år for både AA- og indieudgivelser virker det kun endnu mere presserende nu. Ifølge Assassin's Creed-veteranen og tidligere director Alexandre Amancio er problemet dog ikke noget, der kan løses ved blot at ansætte flere udviklere.
"There's this theory that says that whenever humans create something that surpasses a hundred people, it completely changes the dynamic of it," fortalte Amancio Gamesindustry.biz i et nyligt interview. "As soon as you surpass that, the ratio of management to people working on the game explodes. You start having a very management-heavy structure: You need to have people to coordinate the people coordinating."
"Something that a lot of AAA studios mistakenly do, or certainly did in the past, is think that you can solve a problem by throwing people at it," fortsatte han. "But adding people to a problem stagnates the people that were already being efficient on it. It just creates a lot of variable noise."
Fremtiden ligger derfor i mindre teams, hvis man spørger Amancio. Vi har da også set små hold skabe store og imponerende spil. Clair Obscur: Expedition 33 og Hollow Knight: Silksong er gode eksempler. Men i takt med, at vi fortsat ser massefyringer i spilindustrien, kan det være nedslående for spirende udviklere at høre, at mindre måske er det nye mere, når det gælder udviklingsteams. Alligevel mener Amancio, at der stadig kan være plads til flere mennesker - men at spilindustrien i så fald bør lade sig inspirere af filmbranchen.
"The film industry evolved into coalesced, core teams in which each person is responsible for putting together a crew to help them on that project. That crew typically is built for that project, it's a temporary crew, although of course people get people that they want to work with long term: they have their go-to people for various kinds of projects," sagde han.
