filetemo wrote...
it works like this for almost every developer out there, it's not a valid excuse. And for the 356000 man-hours of work...teams are not static, there's many freelancers who work only when contracted and are not part of the team, and get fired when the project is over. The girl who designed morrigan for the sacred ashes trailer is a freelancer, for example.
First off, how is getting investment capital for a project that costs more money as time goes on not a valid excuse? The whole Great Recession started because banks choked and had no capital lying around for loans...
So should freelancers decide what should be the cutoff point? Its done when its done? Thats a big fat public relations phrase. The fact is someone, at some point has to make a decision and say this is how long Bioware has to complete [insert game title here]. It works like that in every industry where you have to design, produce, test and deliver something. Maybe EA is pushing a shorter than would be liked deadline on Bioware. I don't know. But is a 2 year time frame un-realistic? DA:O took something like 5-6 years of developement and stuff still got cut out. It still had bugs. There has to be a finished product somewhere. There will always be the "If we only had 3 more months we could have included this, or fixed this bug, or...etc." Designing something always has give and take. There are always limits. Even if you consider video games more of an art form over an engineering project, art still has limits. A painter has a piece a canvas with set dimensions. A sculptor has only so much volume of rock to chisel out of. There has to be a limit somewhere, to everything.