spinachdiaper wrote...
if the industry dies it will be from the birth of the apple iConsole
Don't you even joke about that
Guest_simfamUP_*
spinachdiaper wrote...
if the industry dies it will be from the birth of the apple iConsole
simfamSP wrote...
spinachdiaper wrote...
if the industry dies it will be from the birth of the apple iConsole
Don't you even joke about that
Modifié par Gotholhorakh, 13 décembre 2013 - 11:29 .

Modifié par Ziegrif, 13 décembre 2013 - 11:49 .
No I wasn't. Your post was about companies withholding content that was finsiehd at such a time that it could have been included on the disc, and I'm telling you that timeline doesn't really happen.eroeru wrote...
The very specific announcement of the game going on (pre-order) sale, is what I meant. Or it landing on shelves.
Either way, Maverick, you were ignoring my point with snapping at a detail.
Guest_simfamUP_*
Gotholhorakh wrote...
simfamSP wrote...
spinachdiaper wrote...
if the industry dies it will be from the birth of the apple iConsole
Don't you even joke about that
Haven't they already flirted with this idea already? I'm sure I remember something about it surfacing years ago, although presumably it came to nothing.
That doesn't tell the whole story, either.eroeru wrote...
Such is logically evident in many cases. For one, when the content actually *is* on the disc.
Guest_The Mad Hanar_*
How is it any different if DLC comes out on the first day, or if it comes out two months later? How is DLC different from an expansion? How is an expansion different from a sequel?Fast Jimmy wrote...
^
How is it any different if an executive comes in at the last minute, or if its planned a year in advance?
Modifié par Fast Jimmy, 16 décembre 2013 - 08:23 .
The Mad Hanar wrote...
You know what I love about the next gen? How cheap it's making the current gen now.
Guest_The Mad Hanar_*
dreamgazer wrote...
The Mad Hanar wrote...
You know what I love about the next gen? How cheap it's making the current gen now.
It's delicious, ain't it?
"Pulling" the content out wouldn't be that difficult these days. Every game is made with DLC/plugins/modules in mind. You would have your test cases with the main game and then you would have your test cases with the module/DLC, just like you would with Day 1+n DLC.Fast Jimmy wrote...
It's not just trying to save bandwidth... the content was made right alongside the main game. Pulling it out via a simple file extraction could do major damage to the functionality of the game. All testing done prior to that point could be considered suspect, simply because there isn't a clear way to know what assets, flags, settings, etc. could possibly be affected by grabbing everything that you think is DLC related and removing it from the final disc version.
Which gives more credence to the idea that more of the content is being made before the game goes Gold than many developers who engage in the D1DLC idea would like to concede.
Maverick827 wrote...
"Pulling" the content out wouldn't be that difficult these days. Every game is made with DLC/plugins/modules in mind. You would have your test cases with the main game and then you would have your test cases with the module/DLC, just like you would with Day 1+n DLC.
Again, unsubstantiated claims of fraudulent DLC comes off as more "Loose Change" than it does "Snowden."
Guest_EntropicAngel_*
The Mad Hanar wrote...
You know what I love about the next gen? How cheap it's making the current gen now.
Never in my wildest dreams did I imagine that I could get 3 new games for 40 bucks.
So, people richer than me, prevent the next gen from crashing.
Maverick827 wrote...
If I had a dollar for every time someone told me something is hard in programming when it wasn't...
My absolute favorite is when someone says "code some new armor" or something like that. As if art assets are created in binary in a text editor.
I say it's easy because it has to be. Content management systems were designed specifically to make it essy. If it isn't, then your game/software is doomed. If a game has DLC at all, then it has environments and test cases set up such that the main game is tested and verified separately from the DLC, regardless of when the DLC was created (be it along side the main game or afterward),
Modifié par Fast Jimmy, 17 décembre 2013 - 12:42 .
Guest_mikeucrazy_*
Fast Jimmy wrote...
Besides... have you ever poked around the content in a game before? Ever tinkered with a game with mod tools? There's TONS of stuff in there that's literally, junk data. Unifnished concepts, unused assets, content never meant for the final game.
It's not easy to flag all this content, nor is it easy to just remove it.
Is it impossible? No, of course not. As the saying goes, nothing in development is impossible with enough time and resources. But can it be done quickly, easily and without any harm (or risk) to the overall project? Obviously not, or else nearly every game shipped wouldn't have large amounts of this junk data... especially when games are working to keep content on one disc to save distribution costs. That's blatantly saying "it would be cheaper and more accomodating to our schedule to release a game as two CDs with oodles of junk data than try and weed out the extraneous content and see if we can get it all on one CD."
Fine. How about "basic" or "foundational?" It's not hard because content management is implicit to every major development project. It just already...is.Fast Jimmy wrote...
Easy is an incredibly relative term.
It's probably not even down to the actual programmers at this point, either. Clipping issues wouldn't go past the art team unless things are clipping because of a bug in the engine, which wouldn't really happen if you're using a $10 million engine. I suppose the art team could be requesting an enhancement to the engine, but that's not at all close to "they should code some more armor."You mention art assets, as an example, like programmers can't code an armor. And you're absolutely right... but it's the programmers job to understand that if the armor dimensions aren't right, it will cause clipping issues and either give that feedback to the art department or come up with a software solution.
You're kind of going off on a tangent. I have no idea what you're talking about. There's no code to be written when you're talking about merging/demerging decoupled projects from a build, outside of some sort of build script, which are very simple.And, lastly, you have prioritization. Sure, writing a few hundred lines of code, especially when you have a skeleton frame work for how it is intended to be created within the structure of the game, is easy. But writing few million lines of codes is impossible. So every request can't be accomodated and it is often up to the programming team to determine work load and set realistic expectations about what a request will cost, in terms of man hours, and what it would do to other artifacts, systems and priorities to get it done.
Yes, you have architects, developers, and business analysts. I would hope no one would doll out programming work to the business analyst, business work to the architects, and design work to the programmers.Not to mention a coder may not be the best or quickest programmer, but they may be much better at architecting solutions, while another person may not ever be able to take a business need/requirement and turn it into reality, but they can code monkey with the gods. There are different roles and talents that encompass eveyrone in the "programming" department. Such that no job is "easy" but no job is entirely the same, either.
Yes I have, actually. Professional studios produce huge messes. But they're moduled messes. Skyrim's main game scripts are full of horribly written/documented/unused code, and so are its Dawnguard and Dragonborn scripts, but they're still separate, because they were designed to be.Besides... have you ever poked around the content in a game before? Ever tinkered with a game with mod tools? There's TONS of stuff in there that's literally, junk data. Unifnished concepts, unused assets, content never meant for the final game.
It would be unwise to remove some suspected unused code. It's not dangerous at all to remove code that the compiler tells you is unused. The largest offender, old, commented out code, is esspeically safe to remove.It's not easy to flag all this content, nor is it easy to just remove it.
Is it impossible? No, of course not. As the saying goes, nothing in development is impossible with enough time and resources. But can it be done quickly, easily and without any harm (or risk) to the overall project? Obviously not, or else nearly every game shipped wouldn't have large amounts of this junk data... especially when games are working to keep content on one disc to save distribution costs. That's blatantly saying "it would be cheaper and more accomodating to our schedule to release a game as two CDs with oodles of junk data than try and weed out the extraneous content and see if we can get it all on one CD."
Modifié par Maverick827, 17 décembre 2013 - 02:35 .
I'm not even sure what point you're trying to make anymore.