How Demigod's Networking Problems Were Fixed
The launch of Demigod was troubled by piracy and networking difficulties, which publisher Stardock worked quickly to correct. They've now released a documentary that gives a detailed look behind the scenes of diagnosing and fixing those problems. It includes meetings, interviews with the devs, and part of the bug-tracking process during a frenzied 108-hour work week.
I've spoken with, and listened to, several game developers over the years and it just strikes me how different they have been to the guys on this. I'm watching the videos and it reminds me of my college days geeking it out with other geeky types and screwing around with code.
Very different from the professional environment that you find in a lot of studios these days. They often seem to be run more like a Hollywood Movie or similar to commercial software companies and less like a college startup.
But then again I've not played (or heard of) Demigod before this, and if they can produce fun games that's all that is really important. :)
No to be a troll or anything but they haven't fixed multiplayer. They've released several patches over the past few weeks that have fixed issues but they tend to introduce more problems then fix.
The game is good and I enjoy it a lot, but my god every time my friends and I decide to play we debate on rather we want to deal with all the connection issues. You spend more time waiting to get into a game lobby then playing the actual game.
Like I said the game is good, and it has its share of issues even outside of multiplayer but to say its fixed is long from the truth.
the ineptitude of their management can be seen in the 108 hour week. anything over a 12 hour day is wasted, and you NEED 1 day off a week minimum to recharge the batteries, otherwise you just find ways to waste time on the job.
i've been there, i'm working 50 - 60 hour weeks and i achieve more now than i did in 90 hour weeks.
While I agree with what you're saying, it's only true long term. As long as they are _unusual_, long hours really can pull more work out of developers, without a necessarily huge drop in productivity. 108 hours is perhaps taking it too far (approaching 16hrs/day), but I can and have worked 90 hour weeks without significant issues. It's when you're doing them week after week that you lose productivity.