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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.'"

26 of 352 comments (clear)

  1. Duke Nukem' Forever! by chill · · Score: 5, Funny

    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!

    -Charles

    --
    Learning HOW to think is more important than learning WHAT to think.
    1. Re:Duke Nukem' Forever! by n0nsensical · · Score: 5, Funny

      I'm beginning to think Duke Nukem Forever was just one big joke from the start. There is no game development company 3D Realms. It's 2 guys with a website seeing how long they can fool the world into thinking they're actually working on a game, and how many vaporware awards they can win.

    2. 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
    3. 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.

  2. 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".

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    1. Re:Not just games by Bamafan77 · · Score: 5, Insightful

      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".

      While what you say is true, it doesn't take into account other realistic scenarios. This isn't so much about fan disappointment from overzealous announcements, as about dealing with sensitive timing when it comes to outside collaborations with non-gaming companies(movie, toys, mags, etc). Tons of money is tied up into these collaborative schedules and unfortunately, game development (or software dev in general) isn't as condusive to predictive scheduling as other areas.

      Saying "No comment" or "It'll ship when it's done" is a lame-sounding option when partner companies have money tied up in your success too.

  3. The real problem by Anonymous Coward · · Score: 5, Insightful

    The real problem is companies that delay games... and the finished product is still buggy or just plain sucks. Some game companies have earned the right to delay a game to ensure quality, and game buyers/players expect that. If Blizzard says they need more time, then we're willing to give it to them.

  4. Fallout by centauri · · Score: 5, Funny

    fallout was usually just disappointment among fans

    No way, the first Fallout was great! The second one was way too buggy, though, and I'm not just talking about the ants and the radscorpions.

    --
    Don't blame me, I voted for Durga.
  5. Price? by shepd · · Score: 5, Insightful

    >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.

    Sounds to me like it wouldn't be a problem if the price weren't something they'd have to "take the time to squirrel away".

    --
    If you could be told what you can see or read, then it follows that you could be told what to say or think - BoC
  6. What about old gamers? by KingOfBLASH · · Score: 5, Insightful
    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.'"

    I really wonder if this will be true 20 years from now when gamers like me who grew up playing games and have pay checks to buy what we want become a larger portion of the people who buy video games then teens. Of course, teens have much more time to play video games then people with jobs do, so perhaps this will never be true. I do hate playing MMORPGs -- not because I don't enjoy them, but because I can't compete with a 15 year old who can play the game 8 hours a day!

    1. Re:What about old gamers? by ackthpt · · Score: 5, Insightful
      I really wonder if this will be true 20 years from now when gamers like me who grew up playing games and have pay checks to buy what we want become a larger portion of the people who buy video games then teens.

      You won't. Take my word for it. You'll spend the money on rent, toys (like bikes, telescopes, computers), tickets, golf, golf, big screen TV, sports car and dozens of other things. And despite the fact that you're reading this, you might even hook up with a woman and that'll be the end of your disposable income.

      --

      A feeling of having made the same mistake before: Deja Foobar
    2. Re:What about old gamers? by Rallion · · Score: 5, Funny

      I can't compete with a 15 year old who can play the game 8 hours a day!

      Buddy, your problem is that you've somehow come to believe that 8 hours a day is a lot.

      Why sleep when you have so much item-hunting to do?

  7. 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.

  8. 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.
  9. Re:What they should do... by katre · · Score: 5, Insightful

    They should just skip using the calendar all together and set a release date of "when it is done". It would save so much pain and agony.

    Never heard of a little thing called marketing, have we? It takes time to build an ad campaign. It takes time to get ads in magazines, on billboards, in front of people. It takes time to get distributors to carry the game. Companies can't afford to develop a game, finish it, and then spend a few months convincing people they want to buy it. They need to have fans hungering for it as soon as its released: that's how you get huge sales numbers.

  10. 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.

  11. Marketing is the real problem. by deanj · · Score: 5, Insightful

    You know, if marketing would just STFU until there was a good solid date for a game, and not one that they pulled out of thin air, there wouldn't be nearly the number of problems there are.

    Sure, there are engineering slips, but the majority of those are because marketing (or worse, engineering management) gave the CEO a date he WANTED to hear, not the date he NEEDED to hear.

    Engineering slips because the date was unrealistic, marketing points the finger, and never gets the blame.

    1. Re:Marketing is the real problem. by pudding7 · · Score: 5, Insightful

      Marketing doesn't make up the date. The date is provided to them by the developer. In most cases, the marketing team is far removed from the development team and in many cases they don't work for the same company.

      Trust me on this one.

  12. Re:hmm... by SpaceLifeForm · · Score: 5, Insightful
    Exactly. This is such a 'woe is me' article. Damn companies are now begging. Sickening. Fucking marketing people are out of control.

    Message to marketroids: Complex software takes time. It's fucking ready when it's fucking ready - deal with it.

    --
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  13. Re:100,000 man hours? by miu · · Score: 5, Funny
    Sure thing, and this can be applied to things other than software development. I hear the South Koreans have a new system where 9 women can bring a baby to term in a month.

    North Korea is reputedly working on a way to have 100 men dig a hole 100 feet deep in 1 minute.

    --

    [Set Cain on fire and steal his lute.]
  14. Re:What they should do... by Rallion · · Score: 5, Insightful

    Blizzard is a fine counter-example to this. They suffer from far more delays than most companies, but none of it ever gets bad buzz--because the release date just changes from 'kinda sorta soon' to 'approaching soon-ness' and they never need to explicitly say so. This allows them to carry out their 'release it when it's done' strategy and never get anybody upset.

    And it's impossible to say they fail to generate hype. WoW beta got 400,000 signups. And, come on, the start date for the beta hasn't even been decided on yet!

  15. Hurts more than the gaming industry by Arch-out · · Score: 5, Insightful

    I don't know about the rest of you, but I had planed to buy HL2 and then upgrade my hardware to run it if I had to. So no HL2 no new hardware. I dont think I am the only one that does this, and it would hurt the hardware people as well.

  16. 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.
  17. 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?

  18. Re:hmm... by Photon+Ghoul · · Score: 5, Insightful

    You don't play games do you? The real world fact is that I'm tired of shelling out $50 for an unreturnable product that isn't finished. Yes, some bugs are to be expected but have you ever played a $50 game that is completely broken? The game industry has a lot of problems and unrealistic release dates from publishers is one of the worst.

  19. Re:The Thing by Dylan2000 · · Score: 5, Insightful

    You try before you buy but you had already played right through to the end and still hadn't decided whether you were ready to pay for it or not?

    Maybe I'm dumb but what on earth would have motivated you to go to the store and buy the game after you'd already completed it?

    I've heard this argument again and again that 'if it's really good I'll buy a copy just to put on the shelf to reward the developers.'. It's bullshit. Once in a blue moon I believe you might do that for a very special game but the prospect of paying $50 for something which you won't use makes a game's chances of getting onto that shelf, well... let's just say slim. The fact that you played the game through to the end, then found a bug and said

    Patch or no, failing to catch bugs like that is simply unacceptable. I pay for games that are worth my money.

    suggests to me that you were never serious about buying it. Even though you extracted its full purchase value from it. That's not try before buy that's just getting the game for free. I'm not judging you for that - I couldn't give a crap - but don't lie to yourself and especially don't lie to me.

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