Original Comment by: mofomojo
How big was the iD team when Doom was released? 10, maybe 15 people? I don't think that it's much larger today at maybe about 50 or 60 people. Either way, it goes a long way not only to have a talented staff, but also an inspired staff.
I mean, it goes a really long way.
I suppose that Katamari Damacy was probably developed by at least 50 people or less. So yeah, it's less about being organized and more about having the drive, a good director, and a dedicated team.
Those who take video game development seriously I think really understand what it is that I'm talking about, those who do it because it's a neat job to pay the bills - don't.
In short, if you want to make it big these days, you'll probably want to start a videogame independently and for non-profit. Then as your team gains more attention, you'll go into low-profit territory, then you'll grow big and then you're going to become a large developer.
Look at Garry's Mod, the guy who developed that did it because he was bored. He caught some attention by the folks at Valve and now they're paying him to develop Garry's Mod 10. As I said; inspiration goes a long way.
When you treat inspiration as merely "IP" and as a product, then you're clearly in the wrong industry. You need to be an artist, or have artistic inspiration, to be a good videogame developer.