Wow, all those years in my youth about bitching over delayed games. Now that I've gone through doing "game development" at my school, I'm suprised it doesn't happen to all games. Or rather, I wonder if there's ever been a game made that has been completed on time and with 100% of all the original concept intact? Lets take FEAR for example as it's my most recently completed game. If you got the Bonus DVD then you may have seen the developers commentary and how a lot of it was talk about how much stuff they had to cut because of time constraints or because things didn't fit gameplay-wise.
Its just amazing how easy it is to get behind in development, I mean, very easy. When you have to rely on people to do their jobs in a good way and on time, that can be quite problematic. In one of my classes, I thought our goals were pretty reasonable in terms of getting a finished objective done by the end of the quarter. Now I'm not so sure at all. I guess thats what happens when other people don't do what they're assigned or get sick and lose their work, well, that really messes things up. Obviously people who just don't do their work would be fired instantly in the industry. But there always is the human factor in all things and unintentional break-downs or slip-ups can really put things behind.
Thats why I like one of my teachers who works in the game industry and his harshness. He'll always be "dude! What the Fuck!?! This is crap!" to people when they either don't get things done on time or do things half-assed. Its funny because he doesn't really "teach" us stuff in terms of learning new thing. He teaches us what it'd be like if we showed our stuff to professionals though and how they'd laugh at you if you tried to submit these things as "professional quality work".
And of course, even when you see good looking work on the outside, I think that doesn't tell you much about the quality of the work, because you don't know how long it took to make that thing so nice or if perhaps even though it looks good, its not been properly created or wouldn't work in a game environment (bad/inneficient models, texture effects unfeasible in game engines, etc.)
Hmm, I think I'm just starting to rant now so that'll be it for me. But I would like to hear from some real developers on this board (I know you're out there!) on what steps they take to ensure as best they can that their development teams are organized and careful enough to deal with issues efficiently when they come up.
Its just amazing how easy it is to get behind in development, I mean, very easy. When you have to rely on people to do their jobs in a good way and on time, that can be quite problematic. In one of my classes, I thought our goals were pretty reasonable in terms of getting a finished objective done by the end of the quarter. Now I'm not so sure at all. I guess thats what happens when other people don't do what they're assigned or get sick and lose their work, well, that really messes things up. Obviously people who just don't do their work would be fired instantly in the industry. But there always is the human factor in all things and unintentional break-downs or slip-ups can really put things behind.
Thats why I like one of my teachers who works in the game industry and his harshness. He'll always be "dude! What the Fuck!?! This is crap!" to people when they either don't get things done on time or do things half-assed. Its funny because he doesn't really "teach" us stuff in terms of learning new thing. He teaches us what it'd be like if we showed our stuff to professionals though and how they'd laugh at you if you tried to submit these things as "professional quality work".
And of course, even when you see good looking work on the outside, I think that doesn't tell you much about the quality of the work, because you don't know how long it took to make that thing so nice or if perhaps even though it looks good, its not been properly created or wouldn't work in a game environment (bad/inneficient models, texture effects unfeasible in game engines, etc.)
Hmm, I think I'm just starting to rant now so that'll be it for me. But I would like to hear from some real developers on this board (I know you're out there!) on what steps they take to ensure as best they can that their development teams are organized and careful enough to deal with issues efficiently when they come up.