117 is extremely small and that does not allow you to maintain a game like Helldivers 2 while simultaneously developing at scale a sequel.
At best I would assume Sony's goal would be to get a new version out for release on PS6 or shortly beforehand. That would be 3-4 years. I would be stunned if Helldivers 3 comes out in 9 years.
They don't need over 100 people at all to keep working on Helldivers 2, can be done with a smaller team at Arrowhead, specially considering Sony provides them a ton of support teams.
The first steps of a new project (first preproduction months) are normally done with a very small team of under a dozen people, plus more people in the publisher's side. Basically they have to research the market and its trends trying to guess how the market is going to be when the game will be released, and find a spot on it (and als in the publisher's roadmap) for the game.
Then some concept art, high level design, the main concept of the story and its main hooks, some basic prototypes of the main challenges (I assume in this case will be "like HD2 but F2P and with much better visuals running on UE5 targeting specs that could use PS6 and using base PS5 as minimum specs". And then to make the related business and marketing plan documents to budget everything and make a development roadmap.
And as they keep getting the checks/approvals the prototypes get combined into a first demo/mini vertical slice. As could be 1 Helldiver using 1 weapon and 1 stratagem against 1 enemy type in 1 placeholder planet using UE5 with Lumen and Nanite.
LOL. I've already watched it. It's funny that you assume that people don't consume the same things that you do. Especially when they write things suggesting that they've seen the same thing. You don't pick up on those cues very well. Again, likely because english isn't your primary language and because you're not looking for the cues. Listen more, speak less.
Well, seems you're the one who don't get the cues. I was trying to say in a polite way that clearly you have no idea what you are talking about regarding topics like issues related to growing a gamedev studio, resources needed for a preproduction, production or live ops of a GaaS, how these projects overlap with the next ones and their case in particular. Or the relationship with a publisher, how their roadmaps are build and how the resources are distributed. You're the one who have to listen more and speak less.
It's clear that you either didn't watch it or didn't get that they struggled growing the team, something typical of when studios grow relatively fast and move from certain sizes to certain other ones because there are management, workflow and studio culture changes required as the team reaches certain sizes.
Each team works on its way and also depends on the culture of the country, but typically teams of under 7 works better in certain way. Things change when it goes from 7 to 12 and the previous system typically doesn't work, must switch to another type to be efficient, work properly and don't have issues. Or between 12 and 20. Or when it's from 20 to 50. Or when it's over 50 and when over 100.
The optimal production methodology and internal communication changes for each group. Same goes with the number of games being develped at the same time inside the studio. I saw these issues in many teams, experienced them myself and even attended or gave conferences about it.
It requires time to adapt and many times thing go horribly wrong, or some people doesn't like the new method and there are related issues etc. I saw multiple teams who suffered it incluing some where I worked or supported and know cases where that even caused the closure of the studio.
And well, Sony funds HD2 and the potential HD3, or new IP if they decide to go this rout. So Sony will be the one paying the hired people at Arrowhead that they may need, independently if acquired or not. They broke the record for a Sony game, so make sure Sony will fund whatever they want to do next and will try to grow them as much as possible.
Other publishers pretty likely must be trying to poach them after the HD2 success, but on a few could have funded them a AAA GaaS coming from Helldivers 1, and nobody has the patience that Sony had to allow a 5 years delay to a initially 3 years long project, and they kept working with Sony for several project, which implies Arrowhead is happy with them. So it's very difficult that they'd go away to work with another publisher. Or to self publish now that they grew to AAA, because to self publish AAA. So it's super likely that they'll continue with Sony for the next game which they'll start at some point while they continue supporting HD2 to ideally have it ready before or soon after HD2 dies.
You don't even pick up on the fact that he is the former CEO for a reason. He was not up to the task to move this company or the game in the right direction and he did well to recognize that.
As he said, it's the typical case of a dev who what he wants is to focus on development, but started the studio as a small team and ran the company as CEO because someone in the team had to do it. As usual he ended being butthurted.
Now he got a super success, he had money to hire some top tier folk he trusts as CEO to let him handle all the management and business related burocracy, politics, paperwork and so on behind running a studio, while he can focus in what the wants: the creative side of making games.
As I said, it's a balancing act as to how much effort to put into Helldivers 2 and how much effort to put into a new version or a sequel. The engine won't do them many favors as they ramp up in size and scope. This will generally dictate a smaller lifecycle for HD2 than it would otherwise.
Right now you're hiring people to get them up to speed on an engine that is no longer supported. That will ultimately limit their size and scope.
The engine choice made sense back 8 or 9 years ago, because it was the engine they did use in their previous game, were happy with it, all their team was used to it, was still being supported and the game, as usual, originally had a smaller scope.
The engine is no longer supported and already looks old, so will look ever worse minimum 5-9 years in the future assuming they start now to work in their next game. So make sure they'll change the engine for their next game.
But for HD2, now that they shipped it, the engine isn't any issue to keep adding new weapons, armors, stratagems, enemies, mission types, skins, rebalancing, fixes plus additional features and content and so on. They can add as much as they want.
Regarding hirings, it's easier, faster and cheaper to find people to work on UE or Unity. Other engine means way longer adaptation/training period, so more time, cost and extra patience needed to reach the point when the new worker is productive and doesn't affect the productivity of whoever has to train and tutor that new dev.
That's exactly my point. Sony will ultimately want Arrowhead to work on HD3 but their limited size and scope might make that difficult. That is where they'll have to make decisions as to how/when they grow and whether they focus on HD2 with their new hires or HD3. When looking to expand the game to other platforms, Sony will discuss with Arrowhead whether they're capable of doing it and my guess is that they currently aren't. Their roadmap is going to be hampered by their size.
My bet is that both already agreed to start working on the preproduction of Helldivers 3 and a movie/tv show adaptation (plus maybe also a Helldivers board game/pen and paper RPG, since Arrowheads are fan of this stuff).
But Arrowhead suffered growing a lot during HD2, so I assume they agreed to grow slowly this time and with dedicated help and mentorship from different Sony teams who had been in the same situation of moving from having 1 project in production to have a GaaS live and having another one in production.
What you don't understand, and again where I think you really struggle with english is understanding why Helldivers took 8 years and why a sequel probably wouldn't.
Nah, I don't struggle with English. It's my informed opinion as experienced dev with friends in many places.
These are facts: nowadays most recent AAA games take around 5-9 years to be made, Helldivers 2 took 8 years and every generation AAA games take longer to be made.
So in the same way that Helldivers 2 took more time than Heldivers 1, Helldivers 3 pretty likely will take more time than Helldivers 2.
They struggled with some issues and challenges in Helldivers 2, and will stuggle with other ones in Helldivers 3. Devs almost always struggle with something, because to make games is hard.
Pretty likely this time they'll struggle requiring a big effort to keep training most on their team in the new engine (pretty likely UE) as these people keep slowly moving from HD2 to HD3, to achieve the basically photorealistic visuals people hope to see in PS6 AAAs, learn to use AI to help them in this area, to move from a paid GaaS to a F2P. And maybe they kept it for after launch but they may also consider since the start that at some point they may expand it to mobile meaning it must be scalable enough.
And obviously with the production and internal communication challenges and issues related to move to having two projects instead of one.
Make sure you understand something thoroughly BEFORE coming to a conclusion.
lol
You posted a lot of things, none of which suggested a pause. In fact if you read everything you posted you would see that they are in fact not pausing anything.
He said that past acquisition costs would decrease in FY24, he made no mention of future acquisitions. It's extremely frustrating to have to go back and forth with you because you don't understand English very well.
You're also oddly conflating statements from the past with the present and future, without understanding the passage of time.
Maybe you're the one who struggles with English and don't understand what means to be more conservative with acquisitions for the reasons he explained and to plan to have less acquisition related costs in FY24 than the ones they had in FY23 (a year where they didn't have any multi billion acquisition). And that they need to reduce the acquisition related costs because need to improve their profitability in the short term.
The engine being extinct does bring up some interesting stuff.
Who owns it? Is Arrowhead still paying licensing? Can they move forward with all their games building on the bones of it as it becomes their own proprietary thing?
No matter what… to continue to support the current game or bankrolling a sequel… there’s no way Sony isn’t involved (aside from owning the IP) if they had any sense, which I believe they do.
Well, the game started development in 2016, when the engine -owned by Autodesk it was still supported. It got discontinued in 2018, when devs still didn't even have the specs of PS5.
I assume Sony made a deal with Autodesk either to keep some people inside Autodesk still working on it to support PS5 just for this game, or maybe bought them the engine, or maybe once it got discontinued Autodesk gave the source to the devs still working on games for it. Someone must have been working on it after it got discontinued to add PS5 support, but who knows.
The thing is that for the next game people will expect things this engine won't be able to deliver: big ray traying support, proper real time global illumination, shadowing and reflections, at least some type of deep learning super sampling, some sort of real time streaming dynamic LOD calcualtion similar to Nanite and many other things that are coming like certain top tier fluids simulations and certain next level lighting stuff, AI applied to improved many things like animation including stuff like facial microgestures mocap and a long etc.
And well, if they decide to also support mobile that would be a huge topic and giant challenge on its own, which pretty likely would be outsourced to a separate specialized team.