Each generation we hear claims this system is going to be easier to make games on yet we see the same patterns of long development and delays. What are the main issues and why do some development teams seem to always get away with it?
quality of the graphics not the game
Not talking about those games but rather games that take longer than they should and development teams that always seem to get away with delays (or lengthy development and few games).Depends what you mean by quality.
Plenty of fantastic games out there that didn't take very long to make. That's part of why game jams exist.
It depends on what you mean by 'Quality'. There are high quality indie games too, you know.
Not talking about those games but rather games that take longer than they should and development teams that always seem to get away with delays (or lengthy development and few games).
"So our CEO's kid played the game..."Stop asking for games to be 90hr replayable collectathons where you can go to every mountain for a piece of a weapon that is worse then one you already have and will only be used to clear out a camp of the same enemy type on the last 5 islands that will all respawn when you leave anyway
Surprise here's the dlc update with the Blue skin we left out at launch but can be yours for $5 or the max value $99 pack that also includes Red and this photo of our designer crying because we don't let her leave
Then perhaps the scale of the game is unrealistic or they went in without a great plan. To me this all relates to the issues surrounding AAA games and why the $60 retail is the problem. That's why we have crunch because the game is likely then marketed to sell at least 10 million copies but you also have hundreds of people working on the game those costs quickly add up. This all makes it that much harder for the AA games to compete.How about slow it down instead?
It being this fast is why there's so much crunch and 100+ hour work weeks in the industry. Why on earth would you want to speed that up more?
That can happen for all kinds of reasons.
Maybe a feature they thought would be simple is actually really hard, maybe a decision was made by management that takes longer, maybe a serious bug is difficult to fix, etc.
Obviously some stuff is mostly just tedious like asset creation, which is part of what Unreal 5's demo was focusing on. Or being to use in engine tools that preciously required buying some middleware or making the tool yourself.
I'm not a gamedev though so if one of them decides to pop in they could probably explain it better.
Pretty much. Massive budgets, strict schedules, and the furthering of expectations based on how the previous biggest-project-ever went are the reasons why all of this happens, and why the industry has so much burnout right now - and look at how many major games on that scale launch with huge, bugs and problems and day-one patches.Then perhaps the scale of the game is unrealistic or they went in without a great plan. To me this all relates to the issues surrounding AAA games and why the $60 retail is the problem. That's why we have crunch because the game is likely then marketed to sell at least 10 million copies but you also have hundreds of people working on the game those costs quickly add up. This all makes it that much harder for the AA games to compete.
I understand that but there are some developers who always seem to have projects delayed or extended development time. I guess the question then is what is realistic and why does it keep happening?
this is big imo, compared to the pre ps3 era i cannot think of many games that reuse alot of assets in sequels anymore.
There need to be some way to make asset creation massively easier. As resolution and visual fidelity increase, I think that's what's taking increasingly the most time
Yuck, there has to be a better way.More sequels with rehashed assets, more cut content that can be sold as DLC, more crunch, outsourcing certain creation to low cost countries.
Obviously we have many developers who do make great games in a timely fashion.
Focus on what matters. We don't need endgame, loot, level ups and replayability in every game. We also don't need open worlds with 80% filler content in most games.
get away with what? taking a long time?why do some development teams seem to always get away with it?