Is the premise right- that they need more than a year to make a good game?
#1
Posté 25 juin 2012 - 09:53
I assume the same thing. What do you think?
#2
Posté 26 juin 2012 - 07:11
#3
Posté 26 juin 2012 - 08:14
#4
Posté 26 juin 2012 - 08:39
The Angry Birds team can whip out a sequel in the span of a few months that would sell more copies than the DA and ME series combined.
But as far as a game with varied gameplay mechanics, fully voiced dialogue scenes, a deep plot structure, multiple navigatable areas, enemy and companion A.I. coding to account for, context-sensitive collision logic, etc., etc., etc...
...then yes, a year is much too small a time frame. For one, most of the overall programming to set up the underlying game mechanics would have to be completed in less than four months (a near impossible task by itself), in order to get the story fleshed out and integrated, locations generated, companions and NPCs voiced. Then you'd have to have the vast majority of your game completed within the next four months, testing for a month (if you're lucky) and then with three months left, your game can go "Gold" and be sent to the manufacturing departments to begin mass production, which can take two to three months.
Let me tell you how many times that has been possible and still resulted in a game worth a crap.
#5
Posté 26 juin 2012 - 10:38
#6
Posté 26 juin 2012 - 11:04
Don't make a whole bunch of unnecessary changes and then not have the time to implement them properly.
Modifié par Wulfram, 26 juin 2012 - 11:05 .
#7
Posté 26 juin 2012 - 01:09
Wulfram wrote...
If you're doing a game in that short time frame, you should probably make it more of a stand-alone expansion pack type deal. Make use of as much of the assets from the previous game as possible, just tweak the balance a bit, maybe give the graphics a quick polish.
Don't make a whole bunch of unnecessary changes and then not have the time to implement them properly.
Well... yeah. That's a given.
Who would be so full of hubris to try and do something like THAT?
#8
Posté 26 juin 2012 - 01:41
DA2 was an example of Bioware being a bit too ambitious for the time given to them. Whether or not one would have liked the changes regardless, it didn't help that the game was rushed. On the other hand, just because a game is given an unlimited amount of development time, that doesn't mean that the game will turn out well, either.
#9
Posté 26 juin 2012 - 02:06
Perhaps they had a lot of very convincing reasons to believe that a "safe" sequel wouldn't have gone over well.Fast Jimmy wrote...
Wulfram wrote...
If you're doing a game in that short time frame, you should probably make it more of a stand-alone expansion pack type deal. Make use of as much of the assets from the previous game as possible, just tweak the balance a bit, maybe give the graphics a quick polish.
Don't make a whole bunch of unnecessary changes and then not have the time to implement them properly.
Well... yeah. That's a given.
Who would be so full of hubris to try and do something like THAT?
#10
Posté 26 juin 2012 - 04:06
sickpixie wrote...
Perhaps they had a lot of very convincing reasons to believe that a "safe" sequel wouldn't have gone over well.Fast Jimmy wrote...
Wulfram wrote...
If you're doing a game in that short time frame, you should probably make it more of a stand-alone expansion pack type deal. Make use of as much of the assets from the previous game as possible, just tweak the balance a bit, maybe give the graphics a quick polish.
Don't make a whole bunch of unnecessary changes and then not have the time to implement them properly.
Well... yeah. That's a given.
Who would be so full of hubris to try and do something like THAT?
Lots of reasons... like DLC that was selling successfully right up until a few months before the release of the sequel.
CLEARLY... there were signs that making the same game wouldn't result in people shelling out more money... oh. Wait.
#11
Posté 26 juin 2012 - 08:52
DLC uses a different, lower metric for success. They've also mentioned that all the Dragon Age 2 DLC has been selling well. As far as I know, they haven't released any numbers or even told us what target number they have to hit to consider any given DLC successful, so this judgment call seems a lot like the blind-men-feeling-up-the-elephant story to me.Fast Jimmy wrote...
Lots of reasons... like DLC that was selling successfully right up until a few months before the release of the sequel.
CLEARLY... there were signs that making the same game wouldn't result in people shelling out more money... oh. Wait.
#12
Posté 26 juin 2012 - 10:22
Cue irrelevant references to Duke Nukem Forever.
Modifié par Korusus, 26 juin 2012 - 10:22 .
#13
Posté 27 juin 2012 - 03:22
#14
Posté 28 juin 2012 - 12:08
#15
Posté 28 juin 2012 - 01:55
The six guys will get more things done, but have less time to polish.
#16
Posté 28 juin 2012 - 02:14
#17
Posté 30 juin 2012 - 05:59





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