Carls Barkley
Safav Hamon
- Joined
- Aug 21, 2019
- Messages
- 173
A shame then, games are valued for their qualities as end products not as some personal production management experiments.
99% of the time, the quality of the end product is determined by how well managed it is.
etc etc etc...
Poor examples. Andromeda and Inquisition had extremely troubled development.
Going into development, the company knew that the transition to Frostbite would be a difficult one, having already made the switch for Dragon Age: Inquisition, which proved to be extremely challenging as the engine was not designed with role-playing games in mind.[56] In an effort to optimize the engine's capabilities, BioWare sometimes enlisted the help of other Frostbite developers. For example, to ensure that the game's driving mechanics handled well, BioWare invited the Need for Speed team to come onsite and offer advice and guidance.[70] BioWare tried to push the boundaries of the software, particularly in the area of character animation,[71] but struggled with facial animations in particular.[56] This was due in part to struggles with various animation programs, an understaffed development team, and a delayed production cycle.[56]
Insult to Fallout fans, but it's one of the highest grossing singleplayer games of all time. Bethesda knew what they were doing.