Fast Jimmy wrote...
Dragon Age: Origins was released November 2009. DA2, while in loose talks and discussion, wasn't green lit until a few months after that. So, within under 18 months, under 70 weeks. Bioware had to completely redesign and reconfigure their combat and interface system and their graphical and animation style and programming. If you know anything about how gargantuan of an effort that was in and of itself, let me use some arbitrary but probably realistic numbers.
Of those 70 weeks, easily 40 of it was spent programming, designing, drawing and animating the game. A few glitches outside that were fixed in early patches, this was done succesfully. So that leaves 30 weeks to write hundreds of pages of dialgoue, record them, do QA on the game, reintegrate feedback on the game, get final sign off, implement a marketting strategy, get to production and then distribute. While I know a lot of these actions were being done concordently while developing the gameplay mechanics, it is more accurate when you look at the man hours involved with each section.
While I'm generally not one to go harping on flaws or the problems in how it was done when I've really enjoyed the game anyway, here's the thing: They already had a combat and interface system and a graphical and animation system and all of that. All they really needed to do was write a new story, create new areas, and put it in. There was no need to rebuild half the game system from the bottom up
for no good reason. So no, rebuilding half the game systems is not a reasonable excuse for not doing other things well, because rebuilding half the game systems was completely unnecessary.
But then we have the other side of the coin. Writers are not programmers, and rebuilding the game mechanics has little or nothing to do with them. They can work on the important part of the game even while the programmers are rebuilding the game mechanics, if that is so important. So writers did not spend 40 weeks programming, just as programmers didn't spend 30 weeks writing. These are two completely separate tasks that use different personnel and can be done concurrently.
The one place where a major conflict does come into play is artists and animators. The artists and animators need to design the areas and characters the writers write about, but if they're too busy redoing the visuals of the game
which did not need to be redone then that's really going to put a limit on things which
do need to be done, like building new areas. One thing I can almost certainly blame on this without question is the reused areas.
A lot of the choices that are being complained about, however, could be included with minimal effort. Things like the final boss fights - no, fighting Orsino and Meredith wasn't really necessary. Meredith I can see always being necessary because of the idol, but Orsino came completely out of left field (the only hint was the -O letter) and the fight was poorly set up. Without changing or building any additional area, they could have reworked the way the encounters in that section play out to at least have it make much more sense.
And as a final note, let's say time issues were a problem. Then they should have taken longer to make the game. Frankly I don't think I know anyone who claims Act 3 feels finished and well-polished. There's what, about 3 or 4 main story quests in it and that's it? If they needed another month or three to finish it and polish it up, they should have taken it. I understand that there's always things you can take longer to do that you really want to do and think would probably significantly improve the game, and if you carry that too far you wind up with Duke Nukem Forever, but there's a difference between feature creep and properly polishing the product.
As a comparison I posit Knights of the Old Republic, which I am given to understand (I am not certain of this but it is my understanding) that Lucasarts was pushing to have it released much sooner than it actually was, but BioWare didn't feel the product was finished and they held it back until it was. There were things that were cut from that game, there were things the developers and writers undoubtedly wanted to include that they couldn't. But no one can say the game felt unpolished or unfinished, and neither did they allow it to go into infinite feature creep. As much as I enjoy DA2, I cannot say that Act 3 feels finished, and if another couple months would have served to finish that off and polish it well, then that isn't feature creep and it should have been done.