Slashdot Mirror


Delays Hurt Video Game Business

George Bailey writes "Wired.com has an article (No Room for Slacking in Game Biz) dicussing the damage game developers cause themselves via delays in releasing games to market. To quote from the article: 'As the games become more complex and sophisticated, less of them seem to meet release dates that companies initially tout. A few years ago, the fallout was usually just disappointment among fans. But as the video-game industry matures and surpasses Hollywood in size, more is at stake -- like marketing campaigns delayed and intricate positioning against competitors disrupted. What's more, missing a promised release date can bleed buzz, precious in an industry where many young buyers have to take the time to squirrel away $50 for a typical purchase.'"

8 of 352 comments (clear)

  1. Not just games by BWJones · · Score: 5, Interesting

    Look, delays hurt *all* kinds of businesses. This is why most companies who know what they are doing do not comment on future products, and some (like Apple) go to great lengths to keep folks from knowing about projects in the works. Other companies who are less capable try and build enthusiasm by pre-announcing products to say, "Hey, look how cool we are".

    --
    Visit Jonesblog and say hello.
  2. I disagree. by monstroyer · · Score: 5, Interesting

    I think it helps the game industry. By creating so much undelivered hype and anticipation the frustrated gamer will lose patience and buy another game. The only undelivered games people tend to care about are ones that have a previous track record. Doom for example is anticipated because of the first Doom. By not delivering Doom on time, the young gamer will try something else and give 'new blood' a chance.

  3. My response to this by SandSpider · · Score: 5, Interesting

    I sent a response to the Author and the Editors of wired.com. Hopefully it'll show up in the rants tomorrow, but...

    ------
    "The process starts when a producer conceives of a project and then goes through an internal sales process that can include being wildly optimistic about budgets and schedules, [Gifford] Calenda said."

    This is an interesting view, and yes, it certainly happens from time to time. However, as a former producer myself, I often find that I will present a reasonably budget, schedule, and feature list, only to see upper management tell me that the feature list is perfect, the budget is far too high, and the game needs to be done in half the time.

    Producers usually don't want their games to fail. There's very rarely an incentive on the producer's side to cut the development time, unless the producer is bad at making schedules (not uncommon) or the game is tied to a particular release date. However, most games being released are not tied to a release date such as a movie or sporting event.

    Upper management, or the publisher, if you're an independent developer, is significantly more likely to have a reason to cut the time and budget. Usually it's a) so the game doesn't cost as much; and b) so it gets out sooner, therefore generating sales revenue in a particular fiscal year. You can see why there will be pressure from management to either present a schedule that is unrealistic, or to cut a realistic schedule away from reality. Naturally, additional budget money is hard to get, and features could never be dropped, and those are really the only other ways of cutting the development time.

    I will grant you that, to a point, reducing development time and slashing budgets is a perfectly acceptable way to behave. It would be poor management that simply accepted a producer's word at every turn, because then the producers might take advantage of the unwary eye of management. However, management needs to listen to the producers if they tell them that a particular project is 'unlikely' or 'impossible'. If the people in charge of making decisions tell the project team to go ahead with the hobbled schedule and budget, then the project will likely slip.

    The worst part is when the development team has to take shortcuts to get the project out on time which result in more QA time at the end of the project. The ironic part is when the projects slips to meet the original schedule, but you had to do it the hard way, with lots of bug fixing and messy code.

    I hope this is a trend that goes away sometime soon in game development. The three worst habits in the Game Industry are poor scheduling, mandatory overtime, and laying off the project team or studio when the game is finished, and usually those three go hand-in-hand. It's a shame when the producers are solely blamed for the process, when it is terribly unlikely that they are the primary cause.
    ------

    =Brian

    --
    There is nothing so good that someone, somewhere, will not hate it.
  4. It's All In What You Promise by danaan · · Score: 5, Interesting

    While it's true that delays in shipping a title can hurt sales and alienate potential customers, I think what it really comes down to is a company keeping its promises, and the way it communicates with those customers. NeverwinterNights is the perfect example. Not only did they fail to deliver on time or as promised, they waited until the very last moment to give any explanation to customers, and even those explanations didn't make sense. They had to have known they weren't going to be able to produce way in advance.

    You simply can't treat customers that way. Disney (despite it's current troubles) has made a mint on underpromising and over-delivering, and game companies need to start to take notice that they don't operate under a seperate rule system from the rest of their entertainment competition.

    The culture of game development has a great deal wrong with it, and missing deadlines is really only the tip of the iceberg.

  5. Re:Duke Nukem' Forever! by ackthpt · · Score: 5, Interesting
    You mean people aren't holding their breath waiting for DNF to get released? The YEARS of delays have damaged the possibility of sales? Gasp! Say it isn't so!

    One problem is, missing the strike while the iron is hot. Duke Nukem was hot, now it's cool, now it's cold, and finally it's a dead fish on your doorstep and you wonder where it came from, now that you've moved on.

    There was some game, back in the day, I waited for eagerly on the Amiga. It looked like the be-all, end-all RPG and I wanted it so bad I'd scream in frustration each time I heard it was futher delayed (for quality control, etc.) Well, eventually I gave up. I don't know if it ever came out. I was onto something else.. NetHack, IIRC

    --

    A feeling of having made the same mistake before: Deja Foobar
  6. Re:Duke Nukem' Forever! by Alan · · Score: 5, Interesting

    Probably not :)

    People are waiting for Half Life 2 and Doom 3 to be released however. A good example of the 'late release == sucky game' can be seen in Daikatana. When it was released it was a very advanced game..... for two years ago (or whenever their original ship date was). Sadly they released it in the present, not the past, and therefor it sucked donkey balls.

    Hopefully Doom3 and HL2 get put out RSN and aren't subjected to the same fate.

  7. For on-line games - too early is too bad! by sakshale · · Score: 5, Interesting

    URU online* was just killed (laggy, unscalable design), SWG is trying to pull back all those who tried it and quit (great engine, no content), and I bailed FFIX (great content, poor user interface).

    Getting it out the door in a non-playable state is worse than getting it out late. Players will put up with some level of problems when a new on-line game is released. However, it there is not drastic improvement in the first month, they are gone for good.

    Harvest started out shaky, but there has been so many positive changes that many are still hanging on.

    The real problem is lack of communication with the customer base. Talk to us and we are very forgiving. Lie to us and we'll tell the world. (Or as least /. :)

    * This one was wierd - They released the game CD's while the on-line version was still in Beta! Only, they never called it a Beta, the called it a "Prelude"! 30 player limit per server, expanded to 35! Would that be called a MicroMulti-Player Online Game?

    --
    For every problem there is a solution that is simple, obvious and wrong.
  8. Re:hmm... by frankthechicken · · Score: 5, Interesting

    It's a salient point, the cost of developing a game is insanely high, probably as much as the cost of developing a movie ten to twenty years ago, yet the games industry cannot rely on replica t-shirts, dolls, posters, cinema tickets for their income. Instead they purely rely on the sales of the DVD(to continue the anology, though admittedly at 3-4 times the price). It seems to me, either the gaming industry is missing a trick(i.e merchandising), or the games industry is not mature enough to be able to make the merchandising sell.

    Which begs the question, is the industry not mature enough to manufacture these sales, or are the games themselves not mature enough?