Rock and Roll
A couple of years ago, it all seemed over for small teams. As generation after relentless generation of hardware marched forward, game budgets climbed exponentially - and with them, the size of team required to build a modern videogame. Industry insiders speculated openly on whether independent developers would be able to survive in a market that demanded such large scale enterprise. The concept of trying to get an unusual or innovative idea through a system where GBP 10 million was rapidly starting to look like the entry point was utterly daunting.
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