A couple tidbits that were trimmed from the article:
- 343's tool set, Faber, was so difficult to use that they spent months considering a switch to Unreal. (They didn't)
- The game was delayed multiple times. One early plan was to release multiplayer in 2019 and campaign in 2020
Yeah, a very undervalued component is domain knowledge.engines really seem to be blowing up on folks. when you don't have an army maintaining things, making large games seems to be a hassle
when your load now outweighs the plane, you need a bigger planeYou just gotta laugh at those people that were unironically asking bethesda to move to unreal or making a complete new engine
Iterating on what you have is always better than building the plane while trying to fly it
Yeah, at some point technical debt starts dragging the project around basically.when your load now outweighs the plane, you need a bigger plane
You just gotta laugh at those people that were unironically asking bethesda to move to unreal or making a complete new engine
Iterating on what you have is always better than building the plane while trying to fly it
Calling for a management change now seems silly. They are releasing a game that is getting great reviews and putting up killer numbers. If anything, Bonnie Ross will be getting a raise. Why is "fire the women" so often the suggestion?A very good read.
Perhaps it is time for:
1) Partner with id soft to use their engine or switch to UE5 (assist by Gears team)
2) Bonnie Ross to depart from 343i? I mean she is the head of 343i and 343i is supposed to be the best studio of XGS, but the result is the weakest team of XGS. The management needs to be changed.
I hope the cut-off contents can be added back as free DLC expansion to the campaign.
1) Partner with id soft to use their engine or switch to UE5 (assist by Gears team)
Same thing happened with CDPR with CyberPunk after the Witcher 3's success as well.It's a feel-good story so long as 343 does't adopt the "BioWare magic" mindset Jason talked about in his Anthem article.
Like Infinite, Dragon Age Inquisition had a troubled development that managed to pull things together in the end. This successful end result caused the studio to put off making any changes to their development approach, meaning there was nothing preventing Anthem's development from undergoing the exact same issues. And y'know, that didn't exactly work out.
We just gotta hope that 343 can re-examine the last 6 years and chart a new course.
Bloomberg isn't selling to the public, they're selling to finance/Wall Street types who pay tremendous sums for realtime access to many different types of data.How can anyone afford to read a Bloomberg article? Their sub prices are beyond insane.
I think calling for people to lose their jobs without knowing the internal situation is a bit uncalled for. Even if I agree that the management should take a hard look at what needs to be changed to make the work practices more sustainable.A very good read.
Perhaps it is time for:
1) Partner with id soft to use their engine or switch to UE5 (assist by Gears team)
2) Bonnie Ross to depart from 343i? I mean she is the head of 343i and 343i is supposed to be the best studio of XGS, but the result is the weakest team of XGS. The management needs to be changed.
I hope the cut-off contents can be added back as free DLC expansion to the campaign.
AAA is monstrously complex and seems to have no signs of slowing. I can only imagine the pressure to develop new engines or maintain widely used ones.engines really seem to be blowing up on folks. when you don't have an army maintaining things, making large games seems to be a hassle
Calling for a management change now seems silly. They are releasing a game that is getting great reviews and putting up killer numbers. If anything, Bonnie Ross will be getting a raise. Why is "fire the women" so often the suggestion?
It's kind of depressing if so much inefficiency, chaos, and added stress was somehow still calculated to be some degree more cost effective than the alternative.Relying that much on contract workers seems like an insane waste of time for everyone involved. Whatever money Microsoft saves with such practices has to be completely wasted on such an inefficient staff structure.
Like DNF was eventually good? Plenty of games get delays, not all of them work out.That Miyamoto quote about delayed games is proven once again.
"A delayed game is eventually good, a bad game is bad forever."
What a disappointing article. I know it's not Jason's fault, but i really miss his big dives into a studio's culture.
A few things that stood out to me:
- Is a bit unclear from the time line, including the debate about Unreal, whether faber is post or pre slipspace.
- Have to imagine swapping to Unreal would have alleviated some of the loss of expertise due to contractor problem. Getting people in with years worth of experience on Unreal vs. people brand new to their in house engine.
- Seems crazy that MS won't allow any exception to the 18 month contractor rule.
- 2/3 of the game being cut is a lot of content, wonder how much is still on the DLC roadmap.
- Staten should stay at 343 for as long as possible.
The time limit for contracted workers is standard in any industry. As for studios using contracted workers, also extremely common at the likes of Ubisoft etc. But 343 definitely took it to the extreme, no doubt in a panic to get the game out the door ASAP.Is this standard? Seems like a terrible way of building a culture within a studio. Especially for a fucking game they plan to support the next X amount of years!
"We should have known before and just been honest with ourselves," Phil Spencer, Xbox's head, said in a recent interview with British GQmagazine. "We were there not out of deception, but more out of ... hope. And I don't think hope is a great development strategy."
Calling for a management change now seems silly. They are releasing a game that is getting great reviews and putting up killer numbers. If anything, Bonnie Ross will be getting a raise. Why is "fire the women" so often the suggestion?
Sounds like a recipe for disaster.Too bad microsoft didnt buy bethesda earlier. They could just have developed halo on idtech
Yeah, I really hope so. They've got a great foundation to build on w Infinite, these devs deserve a smooth decade going forward!Same thing happened with CDPR with CyberPunk after the Witcher 3's success as well.
Difference with 343 though is that they ran into major issues, the game was forced to be delayed by over a year, and they appear to have drastically changed their development approach for that final year+. So hopefully this was a learning experience for the studio.
Speaking as someone with development experience (embedded devices, not games but still), it's possible, but it's very painful, difficult, and expensive. A lot of the time, the code written by someone who is long gone, and because it's so old, any documentation for it is nowhere to be found. The goal for rebuilding such code, is to basically have it do the same thing it's doing already, but maybe to have it be more easily expanded, or be more stable. Unfortunately, the initial goal being to just have it do what it's already doing means you need to dedicate a ton of effort for basically no progress in the shorter term. Then, when it comes to budget planning, it's easy to cut rebuilding systems that already "work", so the tech debt just continues to pile on. It usually takes some loud complaining from the dev side to finally convince management that it's something that has to happen, and it usually happens too late, which makes the work to fix it more than it could have been.Can "tech debt" be fixed over time? Or is it just like, such old, foundational code that you have to work around it? I know nothing about coding lol.
But if the primary reason in sticking with the current engine with at least some Bungie-era code was to maintain that Halo feel, idTech wouldn't have been a more alluring option than Unreal, would it?Too bad microsoft didnt buy bethesda earlier. They could just have developed halo on idtech
Yeah. I'm happy for Jason that he's no longer having to deal with those G/O Media headaches, but it's a drag that the constraints of word counts and a non-gaming audience mean we'll never see something like his Anthem post-mortem again, at least not at Bloomberg.His Bloomberg work always seems so much shorter than his previous stuff.
I'm sure they'll take ideas from the initial concept, but the BOTW-like world and mission structure is long dead.Yeah, I wonder if over the next several years we could see the originally intended world map slowly get restored to its original vision.
Seems the "culture" was pretty irrelevant and not inherently problematic
They arent going to switch engine. They've got slipspace to a nice place and will iterate over it to optimise and stabilise it better. On top of adding new features. They built the entirety of Halo's 10 yer plan on Slipspace, if they had to change it would have been an option years ago, not now.A very good read.
Perhaps it is time for:
1) Partner with id soft to use their engine or switch to UE5 (assist by Gears team)
2) Bonnie Ross to depart from 343i? I mean she is the head of 343i and 343i is supposed to be the best studio of XGS, but the result is the weakest team of XGS. The management needs to be changed.
I hope the cut-off contents can be added back as free DLC expansion to the campaign.
What bugs me the most about his articles sense he moved to Bloomberg is that all of them seem to be 85% explaining what a video game is and the 15% I'm actually interested in is squeezed into half a paragraph at the endWhat a disappointing article. I know it's not Jason's fault, but i really miss his big dives into a studio's culture.