You know this is not true. You're grasping for straws to slander CIG. No need for that, we all support ED also here.
All right, I confess, I'm trolling SC a bit, but it's so much fun lol
What I meant is the
wingman's hangar ep55 video. It's has some insight into the planning and management process. They flew in all the developer leads into one location to have one week of meetings (The horror! The costs!). It's just fun to hear them talking about things like:
"How to make the spaceships of the people work well across the network and be smooth"... "See you would just send position and rotation updates accross and interpolate between them".
I mean there is nothing wrong with that it's just cute to see that they are still talking about such basic things 1 year after start and there are like 20 studio leads in the room
http://youtu.be/yavfOREH8sA?t=8m48s
Don't get me wrong it's very impressive, but if you read between the lines you can see how much much energy must be going into communicating, managing, planning between a lot of different studios.
I'm sure they will succeed but I think a single existing studio on one location probably has at least 2 or 3 times the productivity. At least for the gameplay, content itself is easier to churn out. But I enjoy poking fun at them
"Each studio at this point has clear ownership of ... certain parts of the game"
"A week long planning session to make sure everybody knows exactly what we're doing, and it's... clear to everybody... since we have... I mean... a lot of different studios working on this" "Everybody on the same page, who the owners are, what we're marching towards" etc etc.
"We made a huge dent... definitely feel a lot better about... the next year".
"Yeah the next year... we got a lot of work to do..."
Hehehe. It's just something different if you can slough over to your coder and ask him to change the algorithm for some part of the procedural generation, than having to coordinate the handcrafted modelling of this stuff.
Like I said, it might not be fair to knock them, but all this will leave a mark in how unified the gameplay will be and the overall effectivity.
Studios that I know of:
CIG Los Angeles
CIG Austin
Foundry 42 in Manchester
Behaviour Interactive in Montreal
Massive Black in San Francisco (Some spaceship design?)
Turbulent in Montreal (Web?)
CryTek for their engine technology
You should be aware that this is not the first time Chris Roberts has handled an undertaking with a large budget. Don't forget that he directed the Wing Commander movie, which had a budget of about thirty million Bucks, and was a producer on a few other films, including Lord of War, which had a budget of over 40 million Bucks, so he's no stranger to wrangling big production crews of people who may or may not have worked together before.
Yeah but I think even if a movie can have more work put into it, it is easier to plan. You can map out the whole movie first in a script and then in a story board. The process of creating a movie doesn't change as radically as in game development. The process of planning a game is radically more difficult.