Delays Hurt Video Game Business 352
George Bailey writes "Wired.com has an article (No Room for Slacking in Game Biz) dicussing the damage game developers cause themselves via delays in releasing games to market. To quote from the article: 'As the games become more complex and sophisticated, less of them seem to meet release dates that companies initially tout. A few years ago, the fallout was usually just disappointment among fans. But as the video-game industry matures and surpasses Hollywood in size, more is at stake -- like marketing campaigns delayed and intricate positioning against competitors disrupted. What's more, missing a promised release date can bleed buzz, precious in an industry where many young buyers have to take the time to squirrel away $50 for a typical purchase.'"
Re:Big business. No problem. Move along. (Score:3, Informative)
It would take less time to build a small shopping center.
Re:What they should do... (Score:4, Informative)
The biggest example I can remember though was Frontier: First Encounters. Random hangs and crashes to the point of unplayability. Gametek had to run a second advertising campaign to tell everyone that they had fixed it!
Another example of a rushed video game (Score:4, Informative)
Imagine that! Not only do we have to download patches from the internet. They actually had the balls to tell operators to install new circuitboards so they could rush something out the door.
Re:hmm... (Score:2, Informative)
I actually think that.... (Score:2, Informative)
There are a number of reasons for this, first and for most is developers insistance on 3D games. Back in the previous generation of games there was still a good number of 2D, 2.5D and polygonal but not fully 3D games out. Companies spend far too much time trying to make fully 3D engines that look good while paying now attention to how they play. This is mainly with regards to adventure games, platformers, and first person style games. There is a big emphasis on reusing the same already flawed 3D engines rather then improving upon them.
Very few companies have the resources to release a "great" game in say an 18 month development perioid. The result is that many companies try and rather then miss their holiday season deadline rush bad games to the market.
Re:For on-line games - too early is too bad! (Score:3, Informative)
I think you ment to say FFXI (FF11) since FFIX (FF9) was a singleplayer game only and was for the PS1.
Also, I don't think you made a fair judgement on FFXI. Don't forget the game is/was designed for PS2 gaming, so having too many seperate menus wouldn't be an option without turning the PS2 into a very rigid PC.
Re:hmm... (Score:3, Informative)
My father, an engineer, worked for Hughes Aircraft as a project manager for years. What he most often had to tell the engineers he managed was "better is the enemy of good enough". Engineers...always trying to make it a little better.
True in some regard (Score:3, Informative)