Anthony Davis
Blizzard Entertainment
My opinion is unchanged.I think it does. The example was really enlightening.
Vault Dweller how does this make you feel about the short dev time for W2 and PE?
First, things like faction system or radiation systems are fairly minor (compared to more complex systems; and what Tim Cain did was the only logical course of action - take the poison system and tweak it). Second, the libraries and code examples help, but not that much. It took us a lot of work, for example, to change AoD character/combat systems from R3 to R4, even though it's the same system and the programmer is familiar with the engine and the system overall. It's the little things that take the most time.
So, as I said before, getting to the playable state fast is easy, if you know what to do and have the code. Getting it to the state where it's good and work as you want it to work isn't.
Third, Tim Cain said what he said after working on Fallout, Arcanum, ToEE, Bloodlines. It's safe to assume that he had the knowledge and the libraries and the code and the experience, and yet after all that he said that it takes at least 3 years to make a full-scale RPG. Now, maybe he lied, maybe he exaggerated, maybe he forgot that had the code and the libraries, but what he said didn't go against what we witnessed over the years. A decent RPG - 3 years, a decent sequel with the existing engine/systems/basic assets - 1.5 years.
Fargo's own track record doesn't disagree with this either.
So, maybe Fargo will surprise me and deliver a great RPG in exactly 18 months. Maybe Obsidian will do the same and we'll all praise Unity. Then again, maybe they won't...
There is nothing wrong with these statements, and I'm not sure what Tim Cain's original statement was. I'm not sure what anyone is trying to prove, can someone give me full illumination?
Without knowing all the variables, 3 years is a very accurate guess for building *any* complex game from scratch. An RPG certainly qualifies as a complex game.
Unity of course, is not starting from scratch. It allows for rapid development, the renderer is solid, the audio and music support is solid, the input and UI system is solid. Different from many engines, but still very solid.
Adding in systems, both major and minor, can be done quickly by smart and experienced engineers like Tim Cain, slower by smart and inexperienced engineers, and reeeeallly slow or wrong by dumb and inexperienced engineers.
Also, I would bet money that many of Obsidian's tools have been retasked to Unity which probably also saved time.