Are Complex Games Doomed To Have Buggy Releases?
An anonymous reader points out a recent article at Gamesradar discussing the frequency of major bugs and technical issues in freshly-released video games. While such issues are often fixed with updates, questions remain about the legality and ethics of rushing a game to launch. Quoting:
"As angry as you may be about getting a buggy title, would you want the law to get involved? Meglena Kuneva, EU Consumer Affairs Commissioner, is putting forward legislation that would legally oblige digital game distributors to give refunds for games, putting games in the same category in consumer law as household appliances. ... This call to arms has been praised by tech expert Andy Tanenbaum, author of books like Operating Systems: Design and Implementation. 'I think the idea that commercial software be judged by the same standards as other commercial products is not so crazy,' he says. 'Cars, TVs, and telephones are all expected to work, and they are full of software. Why not standalone software? I think such legislation would put software makers under pressure to first make sure their software works, then worry about more bells and whistles.'"
Maybe if you read the fine article before jerking one off, you'd be able to answer your own question.
On a PC, the vendor can't control the environment in which their software is run. Something else on the machine completely outwith their control could nobble their app, for example, Google desktop stopping Demigod from launching. I say "for example" since that's the example given in the article that you didn't bother to read.
If you were blocking sigs, you wouldn't have to read this.
The quality of the code is a function of its cost, too.
For example, the code written for NASA hardware (i.e.: space shuttles), have more documentation than the size of the hardware itself (so, we're looking at a large pile of documents next to the shuttle). It's tested for years, it only works on tested CPUs (i.e.: 20 years old proven 8086s), and the actual "waterfall" method (which is generally a disaster for any other project) is properly applied.
That total brings the cost of each source code line to average $1000. (Same for medical appliances, etc).
The cost of a commercial off the shelf software is much (much much) less than $100.
But, even under such strict control, we had to debug the Mars rovers due to unforeseen bugs during their initial flight.
Anybody here on Slashdot can do the math, and fill in the gaps to calculate the future price of games (for a reference they are $60/unit now).