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"Unlike films, game development takes a long time and requires significant office space."

"With films the engine of production is always the same (cameras, editing equipment, sound, SFX), so everything is pretty interchangeable."

How can you say such blatantly false statements - clearly revealing you have no idea how films are made - and keep a straight face?


I'm not sure I follow your meaning?

Film production tends to have small pre-production/head count periods which might take a long time, but when they move onto location they become big staff number operations. After production wraps and the majority of editing, scoring etc happens, they become relatively small scale again. The bulk of the employment money is spent in the middle.

(Animated films are probably different, and no doubt very SFX films too)

Games are very different. Staff sizes tend to be more stable, but working over much more extended periods. Teams typically only increase in size, so the pressure for permanent office space is much higher.

Oscar Baechler

Movie preproduction often solves the errors of being creatively nimble as well. Unlike with publishers, who work in-house on overthinking what the next Mario plot is, movie studios buy hundreds and hundreds of scripts, then shop all the ideas around to producers/directors to see who likes what. In other words, movies get to approach preproduction as a cheap gobbling process. Afterward, if the idea is too risky to fully finance then the film can stay limber instead (ala the Coen Brothers--they keep their production costs low so as to get easy greenlights)

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