Vault Dweller said:
obediah said:
I haven't seen evidence of laziness, but AoD has certainly been an unorganized clusterfuck of game development.
Proof?
Two giant graphics overhauls, both made when the game was otherwise ready for testing and polish. Either 1) You really have set the game back 4 years over graphics or 2) The game wasn't as close to release as you believed in 2005 or 2007.
Neither case is acceptable in anything other than a hobby project with no accountability. 2 isn't such a big deal, except why should we believe that you have a better handle on things now than in 2007 or 2005?
1 is a giant clusterfuck - chasing the dragon. The new screenshots are better, but far from good. And I imagine they look like total ass if you increase them beyond postage stamp resolution. It's not even 16:10 for fucks sake (which we've all had for years now), and we'll all be forced into 16:9 before long.
But that's to be expected in a first time effort.
Unlike what? Gothic 3? KOTOR 2? ToEE? Bloodlines?
Well I certainly hold those projects to much higher expectations, but you can't honestly compare AoD to any of them. There's a difference between the 80/20 rule and the 4000/10 rule.
I just hope you sometimes take a break from making excuses for your mistakes...
I do learn from my mistakes, but I'm curious to know what mistakes you are referring to.
Every estimate you've ever made about releasing the game/demo? You're already at 200% of your estimated time for the demo that you made at the end of 2008. After three years of blown guesses at the full game I would have liked to seen a more accurate estimate for a combat demo.
It would be a entirely different ball game if you had said "AoD will take about 20,000 hours" at the beginning.
I don't think such things can be predicted.
Of course they can! Anything but the smallest project is better served by a probability distribution than a date. But if you have any interest at all in doing this for a living, you can't just start working on a game and hope you finish it before you die of old age.
I don't think Blizzard, for example, can estimate the time it takes to make a game.
Wow! You can bet your ass Blizzard games have budgets and schedules. "When it's done" is a great interview question, but if that was their project management system they would have folded (for keepers) long ago.
They don't count out $5M and set a firm timer for 4.5 years and then release no matter what. But they have a schedule and budget from the beginning and they evaluate and revise it throughout the project. If it's over budget and behind schedule at 2.5 years, they are already making adjustments and tough decisions. How much and how they polish (i.e balance vs cut) is definitely affected by their finances and schedule.
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.
You hire people with design experience to limit the trial-n-error. You also do the vast majority of your trial-n-error as prototypes so that you can quickly and cheaply work through alternatives. If you want to completely scrap the engine 3 months before release, then you have very long and very uncomfortable meetings. People probably get fired or start working 90 hours a week.
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
I respect Blizzard for respecting their name enough to drop a bad game rather than dumping it on the market. But something like ghost was an exception for them, and there were long unpleasant meetings, and heads rolled.
If you look at the development of Starcraft, it was reasonably efficient. They used the warcraft engine to prototype their original idea quickly, and then processed the criticisms. At one point they decided they needed 2 months to revamp the warcraft engine, and they spent 2 months on it.
And from what I can find, by they I mean Bob Fitch in the early stages.
but I'm sure that you would have done a much better job due to your superior organizational skills and foresight abilities.
Did you steal that from the fanboi quote thread? I don't have to be better than anyone at Blizzard to see the lack of management behind AoD.
From our vantage point, you've never been closer to releasing AoD than you were before you switched to 3D.
I really doubt that you have enough info to make these assumptions.
It's not an assumption, it's an inference. And by definition I have enough information to make an inference from my vantage point. The point is that at many points you gave estimates less than I think you would give now. Either you didn't have a handle on your project at each of those points, or you have been inexplicably stringing us along.
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.
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?
I gave my constructive criticisms 3-4 years ago, and we discussed them reasonably civil-like if I remember. I guess we could dig them up and try again with more profanity, but I assume neither of us would change our stance.