StarCraft II Cost $100 Million To Develop
UgLyPuNk writes with news of a report that Blizzard has spent over $100 million developing StarCraft II. Initial development on the game began in 2003, and it's due to be released on July 27th. Activision Blizzard CEO Bobby Kotick "described StarCraft as one of the company’s seven 'pillars of opportunity' (where each pillar has the potential to deliver operating profit between $500 million and $1 billion over its life span)." The finalized system requirements for the game have been released, and players planning to buy the digitally distributed version can download it now, though it won't be playable until the 27th.
If the crackers find a way to play before the start date.
Wow, $100million dollars and STILL couldn't afford to include LAN play. No worries, someone will do it for them free ;)
Qxe4
Well, if you RTFA...
1. Starcraft
2. WoW
3. Diablo
4. Blizzard's "secret new MMO"
5. Bungie‘s unnannounced new IP <- You missed that one
6. Guitar Hero
7. Call of Duty
I have discovered a truly marvelous proof of killer sig, which this margin is too narrow to contain.
i really dont understand why they used c++, when faster development platforms are available. python is perfectly adequate. so is AS3. look at farmville. kotick should listen up considering zynga just got bought by the google. mandating c++ is just a charity-case for old, bearded programmers who couldnt program their way out of an eclipse IDE. ah well. we cant all be smart. some have to drive on by with their gcc and gdb lunchpails in the special bus...
You cannot add developers to a project and make it release sooner, no more than 9 women can make a baby in one month.
Blizzard knows this, and thus they take their time. A lot of time they spend on their core values (gameplay first, commit to quality, embrace your inner geek, etc) requires constant communication, and adding people makes this worse -- communication channels increase geometrically as people are added to a project.
For example, doubling the number of people on a team will quadruple the number of people who can talk to each other, making it much more difficult to synchronize efforts consistently. 50 developers will have 50 * (50 – 1) / 2 = 1225 channels of communication.
Not to mention that new employees require significant training, or else they'll introduce significant amount of bugs and flaws into a program or other creative effort. You can actually end up worse than you started if you have more bugs, gameplay issues, inconsistent storylines, and so forth to fix at the end of the day than the beginning.
This is called Brooks' Law, and was detailed in 1975 by Fred Brooks in the book 'The Mythical Man Month'. Wikipedia article is here:
http://en.wikipedia.org/wiki/Brooks's_law
...you're gonna have to buy this game 3 times.
You're a sucker if you buy SC2. Go play something else. Go get League of Legends or something. Don't encourage this shit where you pay $50-60 a pop 2-3 times just to get an entire game.
Apparently you don't understand. It's very simple really. It's Starcraft. S-T-A-R-C-R-A-F-T. Everything else, such as life, liberty and pursuit of (any other kind of) happiness, is secondary.
(And no, I'm not a real fan, and I have no current plans to play or buy the game, just saying...)
I was in the beta program too and didn't enjoy it much either. I'd play a game or two and then quit for the evening, whereas with the original Starcraft I'd get sucked in and play for hours (often into the wee hours of the morning and miss out on sleep).
One problem I noticed is that the game moves too fast. The units do so much damage that they kill each other or buildings in mere seconds. There's no time to send reinforcements, cast spells, or even retreat. Well, maybe pro players with 600 APM can do that stuff, but for an average player the battles are over before you even get the alert that they've started.
The main reason that I would suspect a distinct pre-release cryptographic mechanism is that such have been seen before(I believe some Steam titles have used them) and that they are so utterly trivial yet so functionally unbreakable.
You would simply take the release installer, and encrypt a copy with a key known only to you(and probably stored on a securely-locked-away air-gapped medium, to prevent leaks.
Add a little stub program that does nothing but check your website for the key, decrypt the installer binary, and start the installation.(Because a key doesn't need to be all that long in order to be functionally unbreakable, it is even practical for those without web access to type a suitably encoded version of the key in manually).
Absolutely no "innovating" needed. Basically any encryption method that isn't declared "deprecated" will work, and implementations of most of them are available under pretty much any license you want. The total implementation time will be a few hours for a competent programmer(and it need not be a competent programmer who has any knowledge of the project, this is quite a generic thing), possibly a man-day or two if the decrypter needs QA on 15 different Windows localizations and some attractive splash-screen art. And yet, despite the ease of implementation, even three letter agencies won't be able to get to it until you release the decryption key.
Aside from the fact that it is easy and robust, the main reason to use a separate system for the "release date control" vs. whatever DRM is used post-release, is that market research suggests that the financial damage of having your DRM cracked tapers off fairly rapidly post-release. Having would-be early adopters downloading pre-release cracked copies instead of buying $150 "platinum packs" with a couple of useless trinkets is financially painful. Having cheapskates a year from now picking up off the Pirate Bay rather than Ebay is virtually irrelevant. In between, the value falls over time, fast at first, and gradually tapering off.
If the installer binary is encrypted, would-be DRM-hackers don't even get to look at the DRM until release day(whereas, if you depended on the release-DRM, they would have the extra 10 days of hacking done before the game is even supposed to be released). This means that the chance of a pre-release pirate version(barring a penetration of your systems by hackers or inside guys) will be impossible, and the time-to-working-crack will be 10 days longer than it otherwise would be...