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MaxEd's avatar

> Yet, there is one open question about widespread working from home: Can large products, with big

>teams that require a lot of coordination, be done as well by people who are spread out over the

> world and never meet each other?

We're (Owlcat Games) mostly work from home ever since the pandemic. We still have offices (is several countries now) for people who are not comfortable working at home (no space/small children/etc.) or when people really need to meet physically. But generally it works well enough. Of course, Pathfinder games aren't AAA with 300+ people team, but our team is large enough these days, with several projects going on in parallel.

Our management was initially wary of the idea, and we thought we'd just stay home until the virus is gone, but there were no drop in productivity, and some people (like me) are happy to stay home and walk my dog in the morning instead of wasting and hour of my time each day on commute. There is an exception, though: when the new project is starting up (like Rogue Trader did last year), its core team is required to be in office at least some days, because this stage of prototyping and global design decisions require a lot of communications.

Re: Paranoia. Doesn't software get worse ALL the time, though? I didn't notice any recent drops in quality, aside from the general increase in unnecessary system requirements and proliferation of stupid mis-features which limit functionality for power users that's been going on forever.

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doggyun's avatar

Regarding Halo Infinite Split Screen Co-Op, the funny thing is, it's actually in the game and works, but was locked away. It's still accessible via exploits though...

https://youtu.be/dnmKzYME8BM

After going through the trouble of implementing it, and the above impressions being so positive, who knows why it was cancelled. Halo Infinite just getting too much positive press?

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