In retrospect, it would have been very helpful to have this finished set of guidelines at the start of the project, rather than at the end. A number of decisions that were made very early in the development of
Baldur's Gate II did not follow the guidelines and could not be undone. Most noteworthy was Chapter 2 of the game - it included a story segment that was similar to those in other chapters, but in Chapter 2 the player could also access all of the class-specific subquests. This led to Chapter 2 potentially dwarfing all other chapters in length because the players could spend 60 hours doing subquests. We needed to put the subquests at a point where all players could access them equally, but end result was that it bloated an early section of the game. In the end there was nothing we could do to fix the chapter disparity so we simply worked around it.
...
In a project as content rich as Baldur's Gate II, we didn't really have to worry about cutting content. While we shipped with nearly all the features we originally planned, we did start cutting quests and characters well before the final testing phase. We still ended up with over 200 hundred hours of gameplay.
In retrospect we should have started this process many months earlier. One of the dangers of development is that game developers have a tendency to always add content if they are given time. They don't naturally spend time limiting and polishing content; instead, more time means more stuff. It's wise to use that prioritized feature list to hone the work (of course ours was informal, which made it a little difficult).
We learned to look at our target date and adjust our content development accordingly. In many ways, quality is more important than quantity. Even though Baldur's Gate II was bigger than Baldur's Gate, the actual content was much better quality - we just didn't realize how much more we had made in BG2 until it was too late!
...
Summary: What could have been better:
- Fragmentation of team communication
- Content bloat (Game too big)
- Lack of early Quality Assurance
- Late asset delivery - audio and sound
- Poor coordination of localization (translation)
- Multi-player - non pausing dialog, non-protagonist characters