Allan Schumacher wrote...
Actually, looking at their release schedule:
Warcraft II: 1995 (expansion 1996)
Diablo: 1996
Lost Vikings II: 1997
StarCraft: 1998 (Expansion 1998)
Diablo 2: 2000 (Expansion 2001)
Warcraft 3: 2002 (Expansion 2003)
World of Warcraft: 2004
Burning Crusade: 2007 (!!!)
WOTLK: 2008
StarCraft 2: 2010
Cataclysm: 2010
Diablo III: 2012
The Blizzard idea of "it's done when it's done," has been around for most of that, though, even before WoW. They've also been known to delay games multiple times, which is something almost no major development company does these days. Often, you'll see one delay, but anything more than that is pushing it. The real trick is to not set release dates until you're sure you can meet that release date.
The problem is that parent companies tend to see all games pretty similarly. Something like Madden (to take your guys' partnership with EA) has to come out every year, and it's one of the most profitable things EA has (I think FIFA is the biggest one though, isn't it?) They have an understandable desire to make as many of their products like that as possible.
But that doesn't work for all titles. The more writing that's involved, for instance, the more time a game is going to need to "bake." The more complex it is (i.e., does it have many branching paths, multiple types of gameplay, etc.), the more time it's going to need. Games like this should really be allowed as much time as they need. How do you reconcile that with reality? It's easy, if you have "additional streams of revenue." Here's the thing: Madden, FIFA...all those yearly sports titles that EA does, those are going to keep getting pumped out and making money every year. They have to and they're designed in ways that allows them to do that. Let them keep the money flowing in, so that the games that require more time get that time that they need.
Bioware games need to "bake." Trying to hasten their release schedule leads to things like Dragon Age II (I actually liked DAII, btw, but won't deny it had a lot of potential it didn't live up to), as well as frequent game freezes in excellent games like Mass Effect 2. It also gives us Mass Effect 3, which demonstrably has less time put into the dialogue, dialogue trees, and side quests. Were these concious decisions by the developers? Yeah, they were. But you always make decisions in context, and if they knew they didn't have a deadline looming, something tells me all the care that went into ME and ME2's dialogue and the like would have gone into ME3, too.
Modifié par dreaming_raithe, 23 avril 2012 - 02:08 .





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