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Long Dev Time Equals Better Game?

Via a GameSetWatch post, a piece on Treyarch Producer Stuart Roch's blog. He discusses the long development time of Shadow of the Colossus, and what four years of work did for that title. From the article: "Granted, it's a bit of a stretch to make a simple correlation between more development time and higher quality product based on this tiny product sample, but I have to admit, there is certain attractiveness to the argument. Can it be that in a given number of development cycles, those that had more time with less resources would create better games than those that had short dev cycles with monster teams? One might think that having more time would allow for more polish and iteration and therefore yield higher quality product, but as I'm sure you're thinking, examples can be made of both good and bad games that were in production for long periods of time."

88 comments

  1. According to this... by 9mm+Censor · · Score: 5, Funny

    Duke Nukem Forever will be uber sweet.

    1. Re:According to this... by __aaclcg7560 · · Score: 1

      That's what they said about Diakatana. Uber sweet became uber sour.

    2. Re:According to this... by ameoba · · Score: 1

      Not sure if this should be modded "funny" or "redundant" for being so obvious...

      --
      my sig's at the bottom of the page.
    3. Re:According to this... by freidog · · Score: 1

      Nah, Duke Nukem hasn't been in developement for 7 years (or whatever), it's been in developement 2-3 years at a time 3 different times. They just keep gutting it and starting over every once in a while.

  2. Duke? by pyrote · · Score: 0, Redundant

    So Duke Nukem Forever will be a god like game

    --
    THE WORLD IS GOING TO END!!!! eventually.
    1. Re:Duke? by tont0r · · Score: 2, Insightful

      You are making this comment under the assuption that someone is actually WORKING on the game.

    2. Re:Duke? by pyrote · · Score: 1

      Well someones got to be.... don't they? .... please ...... this isn't like the easter bunny thing again is it? that was disappointing enough but I could have figured it out in time... I mean cmon, a rabbit carying eggs... let alone a basket. ya okay I give you that one... but when the tooth fairy finds out about this, she's going to be pissed.

      --
      THE WORLD IS GOING TO END!!!! eventually.
    3. Re:Duke? by Anonymous Coward · · Score: 0

      Look at Shadow Warrior: Wanton Destruction. It was just released last year, and the original game came out in 1997. The development time was eternity, so maybe it was "god like."

  3. Yes it does. by Anonymous Coward · · Score: 0

    Shenmue I/II took 7 years, after all.

  4. I have one name: by IMarvinTPA · · Score: 3, Insightful

    Daikatana

    IMarv

    1. Re:I have one name: by El_Muerte_TDS · · Score: 4, Informative

      Daikatana didn't have a long development time, longer than initially planned, but not long with respect to other games.

    2. Re:I have one name: by biglig2 · · Score: 1

      Dear Lord, I googled off to find out how long Daikatana took to make, and discovered there is a http://www.planetdaikatana.com/! There are user created levels and everything!

      --
      ~~~~~ BigLig2? You mean there's another one of me?
    3. Re:I have one name: by Drogo007 · · Score: 1

      Typical release cycle for an A-level game: 12-18 months start to finish

      Daikatana: 3 years http://en.wikipedia.org/wiki/Daikatana

    4. Re:I have one name: by edwdig · · Score: 1

      12-18 months sounds right for your average sequal that doesn't change things up too much. Things like Splinter Cell games.

      For a Zelda or Metal Gear Solid level game, 2-3 years sounds more normal.

    5. Re:I have one name: by El_Muerte_TDS · · Score: 1

      Anachronox: 4 years
      Deus Ex: about 3 years
      Oblivion: over 3 years (started in 2002)
      Doom 3: over 3 years? (~2000-2004)

      Ok, a couple of long ones, it's hard to come up with real figures.
      2 to 2+ years sounds more reasonable for the development of a game from the design document to the release.
      Or at least, in most cases.

    6. Re:I have one name: by Rei · · Score: 3, Interesting

      I would expect long development times to work out better, given the same budget. Namely, because it reduces the number of people involved. Less integration with (and working with in general) other people's code. I'd think it would lead to greater game coherence as well (fewer artists, songwriters, level designers, etc)

      --
      I was watching this thing on TV about some guy named Hitler. Someone should stop him!
    7. Re:I have one name: by Anonymous Coward · · Score: 0

      Of course there are mods for it. Daikatana really isn't a bad game, the only thing wrong with Daikatana is it was way too overhyped.

    8. Re:I have one name: by shawb · · Score: 1

      Although one problem with long dev times is not knowing what features are going to be in future hardware, it will be very difficult to optimize for that. True, you want people with older computers to be able to play the game, but you want it to look really good for people with that uber video card.

      --
      I'll never make that mistake again, reading the experts' opinions. - Feynman
    9. Re:I have one name: by /ASCII · · Score: 2, Insightful

      The article is about the development of a PS2 game. On consoles you don't have that kind of problem. You know from day one what your target system is like, and you can write for that one specific piece of hardware. (Not true for first gen titles, which is one of the reasons they look so much worse than later titles)

      --
      Try out fish, the friendly interactive shell.
  5. Solid work by hambonewilkins · · Score: 1
    Sample size = 1 (I can't read the article at work, just based off of the teaser here). Good conclusion.

    There are so many things to disprove this (Daikana). Numerous games that waddled through development hell to end up terrible or medioctre.

    --

    God Bless America. Why? Did it sneeze?
    1. Re:Solid work by fishybell · · Score: 4, Insightful
      Having worked on several long-term projects-done-by-small-teams in the past, I can say that my experience differs greatly.

      Usually if something is taking a long time, it's not because you haven't polished it enough, or because it's not perfect yet, but rather because it's too broken to sell in its current state. Usually a 3-5 month initial devel, followed by a month or so of in house testing, followed by 3 fscking years of beta tests leads to a very polished terd with lots of useless doodads added on.

      Yes, there are examples of projects that have taken a long time, and been good at the end, but you can not correlate the long dev time to the quality in way. The only thing the long time speaks for is that the developers couldn't get everything done in a smaller amount of time. "Everything" of course refers not just to features but also the features working correctly.

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      ><));>
    2. Re:Solid work by AlterTick · · Score: 1
      Sample size = 1 (I can't read the article at work, just based off of the teaser here). Good conclusion. There are so many things to disprove this (Daikana). Numerous games that waddled through development hell to end up terrible or medioctre.

      Yeah, Master of Orion 3 took YEARS, and turned out to be as fun as an Excel spreadsheet.

      --
      Conclusion: the Empire squashes the Federation like a bug. Accept it.
    3. Re:Solid work by sam_van · · Score: 1

      C'mon. There are some really exciting Excel spreadsheets out there...like this one: http://www.geocities.jp/nchikada/pac/

      --
      Thinking of starting a business in Minnesota? Me too! mnsmall.biz
    4. Re:Solid work by _xeno_ · · Score: 1
      Usually if something is taking a long time, it's not because you haven't polished it enough, or because it's not perfect yet, but rather because it's too broken to sell in its current state. Usually a 3-5 month initial devel, followed by a month or so of in house testing, followed by 3 fscking years of beta tests leads to a very polished terd with lots of useless doodads added on.

      So you're excited about Windows Vista too, huh? :)

      --
      You are in a maze of twisty little relative jumps, all alike.
  6. More data points by tepples · · Score: 4, Informative

    Blizzard games are not rushed. They turn out excellent because they are not rushed.

    One of the developers of The Legend of Zelda: The Wind Waker disclosed that collecting the pieces of the Triforce was rushed, and that turned out to be the most annoying part of the game among critics.

    1. Re:More data points by SharpFang · · Score: 3, Insightful

      I wonder about The Elder Scrolls.

      It's always delayed by a few months.
      It's always unplayable until the first service pack is released.

      Shouldn't they delay it by another few monts instead?

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      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    2. Re:More data points by ninjamonkey · · Score: 3, Insightful
      I wonder about The Elder Scrolls. It's always delayed by a few months. It's always unplayable until the first service pack is released.
      If by "The Elder Scrolls" you mean "Daggerfall", I agree with you 100%.

      Arena and Morrowind were most certainly playable out of the box (and yes, Morrowind was delayed probably to make certain that it was not buggy to the point of being unplayable).

      To me, the recipe for a good game is mostly two-fold:

      1) Ample time spent in PRE-PRODUCTION! Making sure that the game concepts work and that the project plan is as thought-out as possible. A "gameplay proof-of-concept" before full development begins (artwork, music, etc). If ample time is put into pre-production, there's a smaller chance that the game will have to be completely reworked mid-development, which most of the time results in a crappy and late product.

      2) A cohesive team of developers that believe in the project, WHO ARE SUPPORTED by their parent company and given the necessary amount of time to achieve the game's potential. This means not shipping a half-baked product just to release before Christmas.
    3. Re:More data points by SharpFang · · Score: 1

      Morrowind had some bugs that didn't occur 100% of the time but would in case of some players break the main quest (like Caius Cosades not willing to talk to you and give you the Corprusarium quest that would heal you because you contracted Corprus disease), besides that it was quite crashy and quite a few sidequests were broken. Sure you could generally play it, but there were places where you'd have to "drop current thread" and start doing something else till a fix was created. And save often, in case of crash.
      I don't know Arena, and I played a patched version of Daggerfall so I can't really say much besides what I heard about these, but being a Morrowind addict I know all its shortcomings all too well. Characters not appearing in given places at given time, pieces of dialogue not triggering new keywords due to typos, talking to random characters being given an option to talk about something from the middle of a quest you never started. The patch solved most of the crashiness and some of the quest issues, but what you really needed was a fan-made mod that essentially fixed all the remaining bugs in the game script. (the bugs in the engine - crashing, poor AI, sucky journal - all remained, but you could live with them, besides the patch reduced crashing by more than a half.)

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      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    4. Re:More data points by ruhk · · Score: 1

      That's exactly where I stopped playing, strangely enough. I simply don't want to play the game anymore.

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      404 Error: .sig not found.
    5. Re:More data points by MagicDude · · Score: 1

      That's too bad. Gannon's fortress was actually quite fun, and the boss battles was probably some of the more challanging in the series.

      On the matter of the triforce collection, I not quite sure what people are so mad at about it. Is it having to collect all the maps? They were all little mini-missions, so that part wasn't particularly tedious I thought. Was it collecting rupees to pay Tingle's outrageous transcribing fees? Perhaps, but with the 5000 rupee wallet I don't recall ever needing to do any money hunting in particular. Is it collecting the shards themselves? I suppose that was a tad annoying, but once you had all the maps translated winching up the pieces took only about an hour or so. A task sure, but I recall spending that much time chasing down a quarter peice of heart. I can't tell why you even started playing the game if you were going to be disuaded by such a minor point. If you were looking for an arbitrary reason to hate the game, you could have just said you didn't like the cell shaded graphics and saved yourself the trouble of playing it at all.

    6. Re:More data points by LordVader717 · · Score: 1

      I actually found it pretty fun, because it was something new. Granted, I was hoping for a few more dungeons (although they are probably the most superbly designed in any Zelda game).

      Ocarina of Time even got me a little bored of dungeons nearing the end.

    7. Re:More data points by StikyPad · · Score: 1

      Blizzard games are not rushed. They turn out excellent because they are not rushed.

      Really? WoW, meet Tepples. Tepples, WoW, WoW, Tepples. "Hi Tepples, I'm WoW! I get patched every Tuesday, rain or shine!"

    8. Re:More data points by geminidomino · · Score: 1

      OT:

      35, ?, M5, M

      3?

    9. Re:More data points by StikyPad · · Score: 1

      No.

  7. Three Words: by Lally+Singh · · Score: 4, Insightful

    Mythical Man Month

    --
    Care about electronic freedom? Consider donating to the EFF!
    1. Re:Three Words: by russellh · · Score: 4, Interesting

      Mythical Man Month

      Back in the day, I used to use games as examples of great software. We were doing banking software for enormous financial institutions. We got the Big Book of Requirements and we did our best to make it happen. Not exactly an environment where you can get passionate about the results. So much software is built by people who don't really care, have no real connection (emotional or otherwise) with the final result, and don't feel like they have any way to fix real problems - like usability or bad design. The beast is huge. I always thought that games might be the one place where people really truly cared. I'd played a lot of games since the early 80s, and rarely can I remember an instance of those games crashing, for instance. Games can be better or worse, but they all seemed to have a level of quality that I assumed derived from the passion of the creators due to the unique situation of game creators as user-developers. This, of course, has changed as games became truly Big Business.

      But the answer isn't found in Brooks. It's purely Christopher Alexander - when things are built by their inhabitants, they can achieve a wholeness that does not exist in any other way of creating.

      Everything else results in the big book of requirements and people that don't care. To the extent that big business drives games in that direction, they will suck, no matter their development time or team structure.

      --
      must... stay... awake...
    2. Re:Three Words: by Anonymous Coward · · Score: 0

      Is this "Mythical Man Month" a kind of religion ?

      You can view it this way : sometimes a dual core 2 Ghz processor is not faster than a single core 2 Ghz processor... But sometimes, it's twice as fast. It all depends on what needs to be done.

  8. Based on My Experience by th1ckasabr1ck · · Score: 3, Interesting
    Based on my experience, it would be wonderfull in game development if we could cut down on team size and increase development time. You would think that there is a happy balance here between the cost of the project, the number of people working on it, and the length of the development cycle, but this balance is elusive. Of course the people paying for the projects basically want it done as quickly as possible so that they can get their payoff which basically negates my "longer cycles, less people" plea.

    Of course that doesn't make sense to the publisher, but it really would be the way to get the best games as an end result. You would (or maybe wouldn't) be surprised at how much stuff has been cut out of the games that I've worked on, ALWAYS due to lack of time.

    Trying to crunch the development cycle pretty much always just perpetuates this lack of time, no matter how many people you have on the project. When people start going fast they make mistakes. Sometimes they make structural mistakes, or don't think systems out enough before they start implementing. This stuff really bites you further down the line. And forget about having time to go back and clean up existing systems, that oppertunity is very very rare.

    Of course these things aren't really game specific, I'm sure people in other lines of work have seen similar trends.

  9. I disagree by Anonymous Coward · · Score: 0

    I think you will find a negative correlation. Longer dev cycles (especially 4 years!) is usually indicative of a poorly planned project. I doubt very much they planned this game taking 4 years before release. A lot of the time delayed games will be using older technology as well (although this doesn't necessarily make for a bad game).

    1. Re:I disagree by Anonymous Coward · · Score: 0

      as a fairly competent software developer, i can say that long dev cycles usually have to do with changing objectives and/or poor architecture. if your architecture is good, it doesn't take a lot of time to adjust software to changing objectives (well, more on that below). if your architecture isn't as good, you're likely going to rewrite a whole bunch of code when objectives change.

      now, the problem from my perspective is twofold: product managers think up "simple" features (that go against everything that the software was designed for so far) more quickly than you can read this post. and they don't tend to understand, that for any good software architecture you need a fair amount of infrastructure work. slapping on features only scales for prototypes.

      so you have inexperienced programmers and/or programmers that can't argue very well, and you'll have them forced into adding features in a patchwork fashion in no time. after a few weeks, maybe months of that, the software has become completely unmaintainable, and adding new, good features will result in rewrites. the sad thing is that that's why xp is so popular. it tries to hide the ineptitude of software developers and managers alike by calling this bumbling around a process. and, even more sadly, that's not really what the xp crowd had in mind (i think), and (i think) xp isn't evil either.

      based on that, a long dev cycle with a fair amount of rewrites will eventually lead to managers and developers to better understand each other's requirements, and thus lead to a better end product. it all depends on how communicative the two parties involved are.

      coming back to what i said at the beginning about good architecture: good architecture takes a thorough understanding of the requirements involved, and a fair amount of experience with how requirements are likely to change. therefore good architecture is likely to evolve through prototypes and are likely to be "open" in just the right amount, that is offer points for extension (it's as easy to overdo as to underdo the latter). this kind of work takes a lot of time without very visible results, and is not usually understood by managers. still, taking this sort of time at the beginning of a dev cycle will result in overall shorter dev time than taking any other approach.

      in the end, there's the manager's idea when the product should be shipped. that's far too early. then there's the deadline that could be reached if management and developers have a lot of experience and talk and listen to each other. that's pretty much further in the future. and lastly there's the date that the product is either shipped or scrapped if the management and developers have less experience. shipping/scrapping depends entirely on how well both parties can cooperate and learn from each other.

    2. Re:I disagree by Anonymous Coward · · Score: 0

      oh, i forgot: now you have a choice between big teams and small teams. go for small teams. if they take longer, it's no time compared to the time wasted on trying to get a big team to cooperate efficiently.

    3. Re:I disagree by ZephyrXero · · Score: 1

      I would agree that overall developement time has no correlation to the quality of the game. However, the more time spent on QA, the better the game can be...but that's almost always the part that's scrimped on the most.

      --
      "A truly wise man realizes he knows nothing."
  10. Software development is like having a crap by LiquidCoooled · · Score: 3, Insightful

    Sometimes you strain and strain and strain for what feels like hours and are sorely dissapointed by the piffly splash.
    Othertimes without even trying your bowels fall out and you almost get swept away by the tidal wave wake it causes.

    Don't rush development and for gods sake, flush afterwards.

    I have code that I've been holding off developing for a while now - the ideas are still fresh and there isn't any market competition, however I just don't feel relaxed enough to code it yet. The time will come, I'm not going to rush it.

    --
    liqbase :: faster than paper
    1. Re:Software development is like having a crap by tourvil · · Score: 1
      Software development is like having a crap

      Sometimes you strain and strain and strain for what feels like hours and are sorely dissapointed by the piffly splash. Othertimes without even trying your bowels fall out and you almost get swept away by the tidal wave wake it causes.

      Best. Analogy. Ever.

    2. Re:Software development is like having a crap by ockegheim · · Score: 1
      Best. Analogy. Ever.

      Ditto composing music. Some of my best pieces happen quickly, and others become bogged down (pun intended) and uninspired. Lately I've learned the value of getting my team of one to have a coherent vision from the start, instead of just starting and seeing where it will go. It makes my large scale compositions better, and the overall architecture easier, which means I can concentrate on other things (though composing should always be difficult- any composer who composes things easily is not living up to his or her full potential).

      --
      I’m old enough to remember 16K of memory being described as “whopping”
  11. No guarantee for a good game by lion2 · · Score: 1

    Developers should take thier time to make thier games. However that's not going to guarantee us a great product.

  12. solid engineered games is no guarantee for succes by angrymilkman · · Score: 1

    In a hits driven market where about 4% of the games accounts for over 55% of all sales, there is no correlation between longer development time and market success. A longer development leads to higher engineering quality (e.g. more iterations for testing etc). But still that does not guarantee a hit title. I think there is an upper limit on the development time at a certain time technology catches up and your fancy 3d engine is already outdated before your game hits the shelves. Reworking at that stage is very expensive, leading to high costs etc etc.

    --
    ...what matters is what you like, not what you are like...
  13. Awesome news!! by Rob+T+Firefly · · Score: 4, Funny

    This means all my hard work these past 20 years on my pet project, "E.T. II" for the Atari 2600, have not been in vain!!!

    1. Re:Awesome news!! by greg1104 · · Score: 5, Funny

      How many of those years did you spend at the bottom of a hole, trying to levitate out?

  14. Re:solid engineered games is no guarantee for succ by SharpFang · · Score: 1

    You're goddamn right in the sad sense that there's no correlation between sales and playablity of a game. All you say is true: developers may spend years polishing a game and making it really great, and it still will be a marketing flop. The few players that will buy it, will love it, but the rest won't even know it existed. Generally time spent on a game correlates (not always but usually) with the quality of the game (in terms of good gameplay, less bugs, better art and all such), but unfortunately it doesn't correlate with sales, and drives the cost higher. So we have more rushed, sucky games on the market.

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    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  15. Computer Projects by paladinwannabe2 · · Score: 3, Insightful
    There was a computer science teacher a year ago (or so) who took a survey of how long it took his class to do various programming assignments. It turned out that there was no connection between how long the student spent on the assignment and what grade he got on it.

    I suspect it's the same with video games- one person with a great idea and good programming skill could program the next "Geometry Wars" in a couple months, while some shovelware games have taken huge groups of people years. (Daikatana is the first that pops into everyone's head, but there have been others). Don't judge a game by how much time has been spent on it- it's like saying a movie will be good because it had a high budget.

    --
    You are reading a copy of my copyrighted post.
    1. Re:Computer Projects by masklinn · · Score: 2, Informative
      Source of that comment is Joel's Hitting the High Note article, data comes from Professor Stanley Eisenstat at Yale, who teaches CS 323.

      Scroll to the middle of the page for that part, you can see the chart here, Joel's comment being

      There's just nothing to see here, and that's the point. The quality of the work and the amount of time spent are simply uncorrelated.
      --
      "The way we can tell it's C# instead of Haskell is because it's nine lines instead of two." -- wadler
    2. Re:Computer Projects by Anonymous Coward · · Score: 0

      "it's like saying a movie will be good because it had a high budget."

      Actually, it's more like saying a movie will be good because it took a long time to make. Budget is another issue.

  16. It really comes down to how development is managed by tokengeekgrrl · · Score: 2, Insightful

    Whether it's a team of 5 developers or 500, if there isn't someone paying attention to the overall picture and architecture of a software product, be it a game or CMS, it's going to take longer.

    I've worked on teams of 10 or less where everything was disorganized and took forever to complete, regardless of additional resources, and ones where there was a Tech Lead making sure everything was on track enabling us to produce far more than we had promised under schedule.

    I've also worked in a big company on larger teams and the same logic holds true. An incompetent manager meant lots of programmers stepping on each others toes and producing conflicting code. A competent manager meant lots of parallel and complementary development.

    Disclaimer: Of course, I'm generalizing based upon my anecdotal experience and leaving out a ton of external factors that affect development, (funding, policy, overriding and sometimes harmful decisions of executive management), so this is just my overall impression based upon my limited work experience that did NOT involve game development.

    - tokengeekgrrl

  17. Good Grief by BruceTheBruce · · Score: 3, Insightful

    I guess the money men like to have some concrete metrics they can hang their hats on, but the hard truth is just that CREATIVE TEAMS make great games. Without a good vision and good creative people behind it, no amount of time will make the game great.

  18. Re:one word by geniusj · · Score: 1

    People keep using Daikatana as an example. Since I've been living in a cave for the past 10 years, please let me know. Which side of the argument are you siding with? Did Daikatana suck, or quite the opposite?

  19. EVE Online... by code-e255 · · Score: 4, Interesting

    EVE Online apparently went through 11 development cycles, with several complete re-codes, over a period of a few years. Their graphics / MMO engine was so ambitious at the time that the developers couldn't do it one big go, so they did it in numerous steps. For them, it paid off.

    http://myeve.eve-online.com/download/videos/?type= 3
    http://myeve.eve-online.com/download/videos/Defaul t.asp?a=download&vid=41

  20. This is the reason for no Duke Nukem Forever by Necromancyr · · Score: 1

    Duke Nukem, in its development, has become so amazing that it can't be released lest it spawn a new religion or flat out kill people because their brains cannot handle the incredibleness of the game.

  21. Could be worse by Drakin030 · · Score: 1

    Longer time could also mean out of date Game/Engine

  22. Far from the truth by Jugalator · · Score: 1

    Long development time doesn't have anything to do with quality at all, beyond a reasonable time to get the game together, that is. Actually, such games can fall into the Daikatana and Duke Nukem Forever trap and forever have to catch up with the technology they keep falling behind, and expectations impossible to meet from the long time it has been in development.

    --
    Beware: In C++, your friends can see your privates!
  23. the primary risk of a long dev period by Surt · · Score: 4, Interesting

    Is that whatever technology you settle on may be obviously inferior by the time you release. Imagine starting a game on dx9 now that takes four years to complete. By then the world has dx11 and you have obviously dated graphics.

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    1. Re:the primary risk of a long dev period by qeveren · · Score: 3, Insightful

      ... because god forbid that someone might end up playing a game that isn't based on an absolute bleeding edge engine of some sort. I mean, nobody plays the original Counterstrike anymore, that's ancient! :)

      --
      Don't just stand there, get that other dog!
    2. Re:the primary risk of a long dev period by Surt · · Score: 1

      Well, I definitely wouldn't claim that it is the way things should be, just that it is the way things are. If you come out with dated graphics, it's going to be harder to entice good reviews and sales.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  24. It's about focus by slipster216 · · Score: 1

    I generally prefer smaller teams with more time, but just creating that situation is not necissarily even a win. If anything, I'd say the amount of focus a project has is most closely tied to it's potential success; and focus is naturally diluted as you add people and time (usually more by adding people than by adding time). As a counter example, we just shipped Guitar Hero. Start to finish in 9 months, including designing our own hardware controller. It's as highly regarded as SOTC or GOW is, yet was built in a fraction of the time with a much smaller crew. Focus was key for us; we knew exactly what we were building, and every member of the team knew exactly what the vibe had to be. We knew the project had to rock, and if there's one thing you can say about GH, it's that it rocks.

  25. KOTOR by darthservo · · Score: 2, Interesting
    I have to say the first Knights Of The Old Republic was far better than the sequel. Many of the LucasArts fans attribute this to such a rushed deadline for KOTOR2. Even some artwork developers complained that their hands began to cause grief after a while.

    Also, many felt that KOTOR2 was so rushed that the storyline suffered as a result. In fact, a petition was raised surrounding that very point.

    I have to agree, longer dev times can only help a game's success. I personally would rather have a functional game with cool features and better story than an early release for a poorer product.

    --

    Prove it.

    1. Re:KOTOR by jurgenaut · · Score: 1

      It would have helped if Black Isle (or Obsidian or what they're called) hadn't just tried to make Planescape: Torment 2 out of it.
      I mean, I loved PS:T for what it was. But the type of story wasn't Star Warsy.

  26. Re:one word by masklinn · · Score: 4, Informative

    95% of the gaming population swears that it sucks, 5% didn't answer the question.

    100% of those numbers were pulled out of my ass a few seconds ago.

    (seriously, it sucks, badly, it was the worst FPS of that time, and it basically ended Romero's career as a PC dev, and more or less shut Ion Storm).

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    "The way we can tell it's C# instead of Haskell is because it's nine lines instead of two." -- wadler
  27. Cohesive vision by BitwizeGHC · · Score: 1

    The difference between Daikatana and SotC is this:

    SotC was made pretty much by a single team, and they pretty much had a cohesive vision of what should go into the game. It may have taken them a long time to find out what that vision was, but the team, being small for game team standards, managed to pull it all together in the end through communication and a common goal of making a great game.

    Romero... how many teams did he go through to produce Daicrapola? 3? Didn't he bring in a bunch of game mod kiddies off the street for that game? And then there's the whole issue of some people being on there strictly for decoration's sake (*cough*"Killcreek"*cough*). Not exactly a great way to alchemize a team devoted to outputting a cohesive product of high quality.

    In these two extreme cases we see two entirely *different* kinds of long development cycles, so that using the one to attempt to refute the validity of the other becomes an apples-and-oranges comparison.

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  28. I don't have good statistics... by Kjella · · Score: 1

    ...but at least one game I followed very closely, which ran way overdue on development and pretty much flopped suffered from one thing: Making the components hit time-to-market at the same time. It was almost ready to go (called it version 0.95), wouldn't have done great but would have been ok. Then some investor money came in and the scope was changed.

    First up was a graphics overhaul (it needed it). But that again lead to some new opportunities in gameplay, which lead to new game features, which lead to new AI/game balancing work. Then you needed some new sounds, some new textures and effects and well... to put a long story short, they never seemed to manage to synch it up again, it always came across as having really bad flaws (for the market they were now aiming for).

    I think that's the #1 priority - it's like getting all the food done at the same time for a meal. Some things you can just keep warm, others spoil quickly. When your 80% there it's not the time to figure out "Hey this sauce I bought isn't that great, I'll just put everything on hold and whip up my own." By the time you're done the steak is dry and the potatoes cooked to bits.

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    Live today, because you never know what tomorrow brings
  29. In related news... by smbarbour · · Score: 1

    Duke Nukem Forever has been announced to be the pack-in game for Infinium Labs' Phantom gaming console system.

    1. Re:In related news... by Anonymous Coward · · Score: 1, Funny

      Cool! I can install it in my flying car, then.

  30. missing tag feature by Daetrin · · Score: 3, Funny

    I'm not sure if the dukenukem tag on the article should be modded "funny" or "flamebait" :)

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    1. Re:missing tag feature by dauthur · · Score: 1

      Oh man, if only I had any moderation points. You'd get a funny. QFT!

  31. the question here invalidates the question by supernerd007 · · Score: 1
    the question is completely stupid and pointless.

    "examples can be made of both good and bad games that were in production for long periods of time"

    Doesn't that tell you something... perhaps there are other factors at play here.

    Additionally, there isn't much benefit to using a term like "longer" in the question without providing a "than" to go along with it. longer than what? "longer than a very short time and shorter than a very long time" would be an appropriate answer to a poor question.

  32. Meteos? by Blaaguuu · · Score: 1

    I give you a previous slashdot article about meteos, easily the greatest puzzle game ive ever played. Not the longest development time, apparently.

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    My hand touched her hand. Her hand touched her boob. By the transitive property, I got some boob! Algebra is awesome!
  33. Starcraft Ghost by DocUi · · Score: 1

    Must then join the ranks of DNF, for the uber sweetness that it will be.

  34. Speaking from experience... by casemon · · Score: 1

    after over 10 years at big and small dev & publishing houses alike, hits and misses, taking a long time on a game is due more than anything to lack of professionalism, lack of a coherent vision, & lack of understanding of the game and the game's players.

    Good games shouldn't take a long time. That isn't to say there is one way to make a game, but "taking a long time" is the suckers route, not to mention the most expensive (and in part why many game dev houses fail after a year or two).

    To avoid this, try getting a good designer, one who doesn't just do what they think is "cool" but actually knows how to build in the player's experience. And don't hire people full time if you don't need them full time. Lastly, look into the many reasons "collaboration" exists on each film projects; why film production companies (often a group of friends) are created for 1 project and why that's enough.

  35. Battlecruiser 3000AD by Luigi30 · · Score: 1

    Derek Smart had been working on that game since 1992, and look what that got him.

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  36. What about Battlecruiser? by Anonymous Coward · · Score: 0

    So has everyone forgotten Battlecruiser 3000 AD? That was in development for 10 years and was still a bug ridden, nearly unplayable, overly complex pile of crap when it was released. And the asshat behind it, Derek Smart, is still apparently making enough money to conintue making yet more piles of crap.

    DNF doesn't deserve the abuse that it gets. I hasn't even been released yet. Has 3D Realms ever produced a BAD game? Since Rise of the Triad, it's all been good, no matter how long it takes them to release it.

  37. Another data point by Matchstick · · Score: 1

    Psychonauts: 4 years in development, great game.

  38. Malice (xbox) by rednuhter · · Score: 1

    Malice was to be an xbox launch title, but only came out about 8 months ago, not a really bad game just not all that great.
    Seems that the 'talent' were not working on it all that time, the original trailers would have made it a must buy for me.
    But the question is should it have been completely killed off instead of taking the long way around that it did ?
    Has anyone got any good links detailing what went wrong ?

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  39. I have IBS-C... by Anonymous Coward · · Score: 0

    ...you insensitive clod!

  40. Longer dev cycles = Better games. by Anonymous Coward · · Score: 0

    Longer dev cycles = Better games.

    It's not a hard fast rule.

    It doesn't mean you can't make a great game in 6 months.

    And it doesn't mean the FPS you spent 6 years in the making is going to be anywhere near good.

    It simply means if developers had more time, more money, and less pressure from publishers that they could create a superior product.

    Guitar Hero was a good game, but it was far from the technological landmark that SotC was for the PS2.

    GH had buggy animations, terrible multiplayer options, laughable training/tutorial modes, and a poor selection of songs.

    Don't tell me that with twice the budget and half a year more of development that Harmonix would not be able to produce an even more incredible game.

    Yet Guitar Hero is still a great game for its design and creativeness.

    However, there is no shot in hell that the developers Harmonix will be asking for a smaller budget or shorter dev cycle for the second time around.

    Why? Since you claim they can obviously make great games in short dev cycles.

    Do you also believe they could take the same amount of money and time they spent on GH and turn it into a game in the same genre as SotC that would be anywhere near the level of SotC?

    Give me a break.

    Longer dev cycles = Better games.

    Ask 100 developers of 100 games if they could improve/polish their game with an extra 3 paid months and 90 of them would say okay.

    Come back in 3 months time and you'd have 80 games that were better off than they were 3 months ago.

    Geez, Martha! I just don't know how it happened?! IT'S LIKE MAGIC!

  41. Re:one word by Anonymous Coward · · Score: 0

    Congratulations, you are the 100th person to post a "One word - Daikatana" comment in this thread. Your prize is a -1 Redundant moderation, hurry up and claim.