Kileyan wrote...
But they did have time to develop bonus content, day one dlc content and likely 4th week DLC content.
Let me try this analogy (it comes from a friend of mine).
Writing software is like trying to fit a square peg into a cylindrical container. Most of the time you're just saving away at the peg. Even if you're done, if someone messes with your container, you have to start all over again.
Video-games tend to be modular. Features are designed and continously added to the current build. If something is included in the retail build, then it has to be bug-tested in conjuction with everything else. There is a lot of QA involved.
For DLC, you can have another team just go off and make the content in isolation. Once they're done and the game has gone gold, then you can try and fit the round peg into the container. Since the DLC is digital only, you can essentially work on it until release, which is potentially an extra month of work (since a game's build is locked down quite a while prior to street date).
If for whatever reason, there is some disaster and you cannot have the DLC implemented right - no biggie. Just take another week. You're not delaying anything. People that got the free activation code will still get the free content. People that will buy the DLC can buy it when it's out.
In contrast if this was some plot area (say, the bigger area of prothean ruins of Theron we can't see in ME1) that had to go into the actual build and it was just buggy as hell and wouldn't work, it would need to get cut because otherwise the game would not be able to ship.
Developing DLC can be done simulatenously with the "core" game without actually being part of the core game. Realizing this requires understanding that programming is not so much magic as it is like getting a violent beating.





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