Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,039
Neither Fallout nor Arcanum were AAA titles, whatever that means.Castanova said:But you're not making a AAA title.
Neither Fallout nor Arcanum were AAA titles, whatever that means.Castanova said:But you're not making a AAA title.
Lazy, unorganized fucks!!!
Have I offended you in any way, obediah? Nothing really comes to mind, yet you rarely miss a chance to claim that AoD was mismanaged.obediah said:Dicksmoker said:From what I can tell, they are pretty much done as far as content is concerned (quests, items, etc). Correct me if I'm wrong. It seems what they have left to do is polishing, tweaking, and bug-testing.
Have they finished the sound? Because all they had left to do in 2006 was sound, polishing, tweaking, and bug-testing.
It doesn't take much to create something. How many poorly designed games with half-baked features have you played? Arcanum was in development for 3 years. Does anyone doubt that it should have been in development for at least another year? Same goes for Gothic 3, KOTOR2, and a shitload of other games.Serious_Business said:Lazy, unorganized fucks!!!
Not really the argument here, the argument is that you're spending as much time polishing the game as you did creating it.
You are entitled to your opinion.You can say it works for Blizzard, but I'm yet to be convinced that the polishing in AoD is all that important.
Tempting, but we'd have to do a bit more than sell 200 copies if we want to stick around as a business.I would need to see the before and after releases I guess, but I mean, it can be said that a lot of polishing is made for the game to be more apealing to others than the hardcore 200 people fanbase.
More or less, except for the perfectionist part. I've posted the demo testing feedback openly. Are you under the impression that what we did to fix the issues was perfectionism or something that simply had to be done?Dicksmoker said:Is what I posted mostly true?
Vault Dweller said:sigh
5 years in development? It's unheard of! Lazy, unorganized fucks!!! I explained it many, many times,
but apparently reading is indeed teh hard.
AoD - 4 people, 5 years part time, 20,000 hours. Do I really have to explain it?
Have I offended you in any way, obediah? Nothing really comes to mind, yet you rarely miss a chance to claim that AoD was mismanaged.
Elhoim said:Castanova said:But you're not making a AAA title.
And your point is...? The main difference with an AAA title is the lack of high tech graphics and voiceovers. There we've saved a lot of time compared to them, but the hours needed is still high.
Proof?obediah said:I haven't seen evidence of laziness, but AoD has certainly been an unorganized clusterfuck of game development.
Unlike what? Gothic 3? KOTOR 2? ToEE? Bloodlines?But that's to be expected in a first time effort.
I do learn from my mistakes, but I'm curious to know what mistakes you are referring to.I just hope you sometimes take a break from making excuses for your mistakes...
I don't think such things can be predicted. I don't think Blizzard, for example, can estimate the time it takes to make a game. Like any art, it's a "trial-n-error" business. You do something, take a step back and look. If you like it, you move on. If not, you try again. Blizzard worked on the "warcraft in space" Starcraft version for awhile, then scrapped everything and started again. Etc, etc, etc. The examples are too numerous too mention them all, but I'm sure that you would have done a much better job due to your superior organizational skills and foresight abilities.It would be a entirely different ball game if you had said "AoD will take about 20,000 hours" at the beginning.
I really doubt that you have enough info to make these assumptions.From our vantage point, you've never been closer to releasing AoD than you were before you switched to 3D.
Constructive criticism, no matter how painful, is always welcome. Unfortunately, instead of explaining your position and pointing out specific mistakes, you prefer to go with generic statement like "it's a horribly mismanaged software project. I know, because it's my job". If it is your job, I'd like to learn from you, but you don't give me much to work with, do you?But it's a horribly mismanaged software project. That's a given undertaking such a large project with so little experience. Preventing such projects is the most challenging part of my job, so I can't help but give (unwanted) criticisms.
First, 5 years part-time for 4 people who learn the trade as they go along is neither astronomical nor embarrassing. Second, neither Fallout nor Arcanum were AAA titles. Third, the number of people I listed doesn't include sound, voice-over, QA, publishing, and such. Each team had about 20 designers/programmers and 20 artists. A game should look good, should it not? Good art design a-la Fallout and OMG!Crysis!Orgasm! are two different things. As for the AAA business:Castanova said:Elhoim said:Castanova said:But you're not making a AAA title.
And your point is...? The main difference with an AAA title is the lack of high tech graphics and voiceovers. There we've saved a lot of time compared to them, but the hours needed is still high.
The man-hour comparison from VD's post was based on teams of "50+" people. Around 40-45 of those 50 people are graphics-related/sound-related/marketing/project management positions. In other words, all the major wrappings of a AAA title. As obediah has pointed out, if the title was designed and built from the start to be what it is supposed to be now, 5 years would be an astronomical (read: embarrassing) amount of time.
I am.Naked Ninja said:Seriously, you should be ashamed of yourself.
lolwatVault Dweller said:First, 5 years part-time for 4 people who learn the trade as they go along is neither astronomical nor embarrassing. Second, neither Fallout nor Arcanum were AAA titles. Third, the number of people I listed doesn't include sound, voice-over, QA, publishing, and such. Each team had about 20 designers/programmers and 20 artists. A game should look good, should it not? Good art design a-la Fallout and OMG!Crysis!Orgasm! are two different things.
[url=http://terra-arcanum.com/index.php?section=council&content=chatlogs&id=6-26-2001-TA:zzlq8dmw]Chat Log - 06/26/2001[/url] said:[Leon] We figured that we had about 2.5 full time artists for the duration of the game
[Leon] compared to every other games 15
Naked Ninja said:VD! Why did you fail to accurately estimate the time it would take you to perform a task you'd never attempted before?!?
You horrible mismanager you!! Putting effort into polish never pays off in the long run, look at those Blizzard 'tards and how poorly their titles sell! While innovative but unpolished titles make fantastic cartloads of cash!
Seriously, you should be ashamed of yourself.
That's funny because Arcanum team consisted of 12 people plus another three for additional works. Fallout had nearly 50 programmers, designers and artists but work of almost half of them is listed as additional and for the first year of production there were no more than three people working on the game (Fallout took three years to make. For the first six months, it was just me (Tim Cain). For the next six months, it was me, a scripter and an artist.). Not that this means you had as much work hours to make AoD as Troika and Interplay had but your estimations were hugely exaggerated.Vault Dweller said:Third, the number of people I listed doesn't include sound, voice-over, QA, publishing, and such. Each team had about 20 designers/programmers and 20 artists.
The difference between AoD and Fallout is that AoD does not have Tony Shaloub, Ron Perlman, Tony Jay, and other well paid celebrities in the process, or even big composers like Mark Morgan. :DVault Dweller said:Neither Fallout nor Arcanum were AAA titles, whatever that means.Castanova said:But you're not making a AAA title.
http://www.mobygames.com/game/windows/a ... ra/creditsJim Cojones said:That's funny because Arcanum team consisted of 12 people plus another three for additional works. Fallout had nearly 50 programmers, designers and artists but work of almost half of them is listed as additional and for the first year of production there were no more than three people working on the game (Fallout took three years to make. For the first six months, it was just me (Tim Cain). For the next six months, it was me, a scripter and an artist.). Not that this means you had as much work hours to make AoD as Troika and Interplay had but your estimations were hugely exaggerated.Vault Dweller said:Third, the number of people I listed doesn't include sound, voice-over, QA, publishing, and such. Each team had about 20 designers/programmers and 20 artists.
I never claimed it's not true.12 experienced people working full time for 3 years will accomplish a lot more than 4 noobs working part time for 5 years.
I agree with Gamasutra. AAA is about selling more than a million copies, which means making a game that has:Wyrmlord said:The difference between AoD and Fallout is that AoD does not have Tony Shaloub, Ron Perlman, Tony Jay, and other well paid celebrities in the process, or even big composers like Mark Morgan. :DVault Dweller said:Neither Fallout nor Arcanum were AAA titles, whatever that means.Castanova said:But you're not making a AAA title.
How about we define that as AAA?
You know what, VD, you're a total loony.Vault Dweller said:Same goes for Arcanum, which was released 5 years later but looked worse than Fallout..