ladydesire wrote...
edgarcabrerauk wrote...
ladydesire wrote...
edgarcabrerauk wrote...
But that's why, ideally, there should be a patch team for each platform...
How much of each team would overlap? I really don't think they need people on each team to handle game data file issues (gda files, scripts, etc.) or DLC issues (those are generally game data file issues that modders can't fix directly), since those are the same (to a point) for all supported platforms. That leaves engine fixes, and often those are cross-platform as well.
Because there are specific issues of each platform, i.e. corrupted saves in 360; memory and audio in PC, fps in PS3, ideally they should work in parallel, they do not overlap, since every fix is specific translated or ported to each platform... plus, the patch team should be in charge of the delivery in each platform.. I mentioned ideally because if the teams are serialised, say, game patch team, then 3 delivery patch team in each platform, if there is a problem, game patch team say they fixed the bug but for some strange reason it doesn't work in 360, so, they need to find the solution, consuming time... despite the source is one, it has to be adapted to each platform... they do not overlap, their task could, but not the way they resolve the issue...
You're right about game engine fixes but data fixes like quests not triggering properly, or DLC items not importing into Awakening/overriding Awakening content affect all three platforms and are all fixed the same way.
I'm not sure about if those are script fixes, I only mentioned this from a project management point of view... in that case, the so call "game engine fixes" should be prioritased as critical and the scripting ones(triggers, items), fixed afterwards... and since one script fix applies to all, the implementation of such fixes should be faster... but still, the allocation of resources and task should be as I mentioned.
For example, the unique patch team fixed the script issues, send them to 360 QA team and some do not work... regression to unique patch team to find out what is wrong in 360, as in PS3... again, delays... but having 360 patch team, sending the fixes to QA 360 team ( or being the same 360 patch team), some don't work, regression, delay time is 95% shorter than using only one patch team, because the 360 patch is specialist in the "game engine" customised for 360.
Of course, we don't know how BW is managing this patch thingy, I only hope they fix what they are indicating...
Modifié par edgarcabrerauk, 13 juin 2010 - 01:53 .