Please bear with me.
So, you are Bioware/EA. You've developed this awesome game called Dragon Age: Origins. This typically means that by the time the game's gone gold, there are literally no game-breaking bugs in the release. There obviously can be low-severity, low-priority defects and issues being worked on for 0-day or post-release patch. But having gone through the necessary QA process to remove any high-severity, high-priority defects, you would have established test cases/scenarios that cover (more or less) every aspect of the game, from graphics, text/voice dialogue, to the stats system, interactions, etc. We'll call this the general "framework" of the game.
So, this is where I get confused. If you don't add anything to the framework of the game, like by creating a piece of DLC such as RtO, and you have an established methodology to test that framework, how can it be possible for game-breaking high-severity, high-priority defects to pop up at the last minute?
To provide an example, are there specializations in RtO that are new to the game? If not, why would RtO affect specializations unlock status at all?
I understand that I'm not privvy to the managment of code nor how the code is written for DA:O and I'm probably wayy oversimplifying it, but really? Last minute defects, three or more times? In my experience, that would be the result of poor project management, poor source control, poor change management, poor QA, poorly written code, BS'ing the end users, or all of the above. That may come off a bit harsh and I really don't expect an official response from Bioware/EA, but I am VERY curious to know how this type of development can be explained. So if anyone works in SD, or has some interesting ideas, please don't hesitate to speak up.
That's all, folks.
Modifié par ZeroR3D, 14 janvier 2010 - 06:05 .




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