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Businesses Entertainment Games

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.'"
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Delays Hurt Video Game Business

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  • hmm... (Score:5, Insightful)

    by fjordboy ( 169716 ) on Friday February 13, 2004 @07:34PM (#8275415) Homepage
    I take it a step further - ignore the game release dates altogether and buy them after they've been out for a month - the previously priced 50$ video game is now $10.
  • The real problem (Score:5, Insightful)

    by Anonymous Coward on Friday February 13, 2004 @07:35PM (#8275427)
    The real problem is companies that delay games... and the finished product is still buggy or just plain sucks. Some game companies have earned the right to delay a game to ensure quality, and game buyers/players expect that. If Blizzard says they need more time, then we're willing to give it to them.
  • by Anonymous Coward on Friday February 13, 2004 @07:35PM (#8275428)
    When these development teams are moved to India and their sizes are increased, delays in release will be the exception, not the status quo.
  • Price? (Score:5, Insightful)

    by shepd ( 155729 ) <slashdot@org.gmail@com> on Friday February 13, 2004 @07:37PM (#8275440) Homepage Journal
    >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.

    Sounds to me like it wouldn't be a problem if the price weren't something they'd have to "take the time to squirrel away".
  • by KingOfBLASH ( 620432 ) on Friday February 13, 2004 @07:38PM (#8275452) Journal
    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.'"

    I really wonder if this will be true 20 years from now when gamers like me who grew up playing games and have pay checks to buy what we want become a larger portion of the people who buy video games then teens. Of course, teens have much more time to play video games then people with jobs do, so perhaps this will never be true. I do hate playing MMORPGs -- not because I don't enjoy them, but because I can't compete with a 15 year old who can play the game 8 hours a day!

  • by Space cowboy ( 13680 ) on Friday February 13, 2004 @07:41PM (#8275474) Journal
    The games companies aren't ickle teenagers in their bedrooms any more... I've just had 'Baldurs Gate Dark Alliance 2' (fantastic game, btw) which has a splash screen saying that over 100,000 man-hours were spent on the game...

    You have a release plan, you have a risk assessment, you have risk management. It's not a one-day's-brainstorming which ends up with 'ok, next Christmas then...'.

    The larger games companies are starting to seriously challenge the film industry for revenue, sometimes you get the film of the game (Tombraider) but most of the time you get the game of the film (everything else) - that should indicate where the power distribution lies; but it is dynamic, and a lot of effort will be put into maximising return on the large investment. Just like films. Big expenditure brings big risks and big rewards. Just like films...

    Simon.
  • Good point (Score:4, Insightful)

    by Anonymous Coward on Friday February 13, 2004 @07:41PM (#8275477)
    The poster alluded to this, but not enough. Announcing the product before it ships is very important for the people who are deciding between buying a product now and waiting for a better product in the near future. The announcement of the game is saying "Hey, look how cool this is going to be. It beats all other games on the market now, so save up your money and use it for this instead of the instant gratification that won't last as long"

    The speculation and occasional leaks of information are vital towards feeding the anticipation of the game, and in many cases even surpass the actual quality of the game once it is released.

    If a company decided to not advertise a game until its release, I guarantee it will not meet with the same success that an eagerly anticipated game will see.
  • I don't know... (Score:5, Insightful)

    by Comatose51 ( 687974 ) on Friday February 13, 2004 @07:42PM (#8275487) Homepage
    Delaying game releases seem to work well for Blizzard. Of course their games are always backwards in terms of technology but their story and gameplay are excellent. Maybe we should worry less about sophistication and technology and more about the non-visual aspects of the story? Then again, their FMVs are excellent, same with SquareSoft's. An interesting story with nice FMVs as reward for completing each stage seem to be the common theme here.
  • HL2 (Score:4, Insightful)

    by Bozyo25 ( 242110 ) on Friday February 13, 2004 @07:42PM (#8275493)
    Had Half-Life 2 been released about 6 months ago when it was planned for, I know lots of people who had intended to buy it... and these are even people who never buy anything, since downloading games is so easy.
    HL2's graphics would have been so very advanced had it not been delayed repeatedly, but by now it won't really have much advantage over other games' graphics by the time it comes out this summer. I expect it'll still be a great game, with pretty exceptional graphics, but a lot more people were excited by it before.
  • IMO (Score:2, Insightful)

    by Arcanix ( 140337 ) on Friday February 13, 2004 @07:43PM (#8275495)
    I think it has a lot to do with the whole franchise aspect, they don't want to ruin a namebrand permanently by rushing it out with horrible flaws. If it's a one-shot game then a bunch of people will buy it and be pissed but as long as there's no follow up it won't hurt the company too bad.
  • by katre ( 44238 ) on Friday February 13, 2004 @07:43PM (#8275497)

    They should just skip using the calendar all together and set a release date of "when it is done". It would save so much pain and agony.

    Never heard of a little thing called marketing, have we? It takes time to build an ad campaign. It takes time to get ads in magazines, on billboards, in front of people. It takes time to get distributors to carry the game. Companies can't afford to develop a game, finish it, and then spend a few months convincing people they want to buy it. They need to have fans hungering for it as soon as its released: that's how you get huge sales numbers.

  • Re:Price? (Score:2, Insightful)

    by Anonymous Coward on Friday February 13, 2004 @07:43PM (#8275501)
    Yeah, sure would be nice if we were all rich bastards, wouldn't it...

    Seriously, though. I'm all for the demo models of games. Give me a level or so, and if it's good, there's a good chance I'll buy the game. Don't expect me to shell out $50 for something, sight unseen, and then be happy about it when it sucks.
  • by deanj ( 519759 ) on Friday February 13, 2004 @07:44PM (#8275511)
    You know, if marketing would just STFU until there was a good solid date for a game, and not one that they pulled out of thin air, there wouldn't be nearly the number of problems there are.

    Sure, there are engineering slips, but the majority of those are because marketing (or worse, engineering management) gave the CEO a date he WANTED to hear, not the date he NEEDED to hear.

    Engineering slips because the date was unrealistic, marketing points the finger, and never gets the blame.
  • by Mulletproof ( 513805 ) on Friday February 13, 2004 @07:46PM (#8275527) Homepage Journal
    "Delays Hurt Video Game Business"

    NEWS FLASH!!!
    EXCESSIVE DELAYS HURT ANY INDUSTRY!!!
    Please move along, nothing to news here.
  • by kevin_conaway ( 585204 ) on Friday February 13, 2004 @07:46PM (#8275534) Homepage
    Companies should develop a solid storyline and some good gameplay characteristics before announcing a game. Id rather have a fun game that doesnt require the latest and greatest than one that has all full motion video but no real substance. Hell i still play Quake 1/2 and Duke3d. Those games have stories and they are fun to play!
  • I disagree... (Score:2, Insightful)

    by signalgod ( 233854 ) on Friday February 13, 2004 @07:50PM (#8275564)
    I don't think the game delays hurt sales. When Duke comes out, I'll buy it, no doubt. If it's a big name game, it will still sell.

    On the other hand, the thing that pisses me off about the game release delays is the the developers are 'debugging'. I think that's bull.

    How many games don't release a service pack/update/bugfix within a couple of months of the game release anyway?
  • by faust2097 ( 137829 ) on Friday February 13, 2004 @07:50PM (#8275570)
    an industry where many young buyers have to take the time to squirrel away $50 for a typical purchase.

    Haven't we already seen tons of consumer data that shows that almost all money spent on games is by people over the age of 25? And aren't both Half-Life 2 and Duke Nukem Forever going to be rated M?
  • by ackthpt ( 218170 ) * on Friday February 13, 2004 @07:52PM (#8275580) Homepage Journal
    I really wonder if this will be true 20 years from now when gamers like me who grew up playing games and have pay checks to buy what we want become a larger portion of the people who buy video games then teens.

    You won't. Take my word for it. You'll spend the money on rent, toys (like bikes, telescopes, computers), tickets, golf, golf, big screen TV, sports car and dozens of other things. And despite the fact that you're reading this, you might even hook up with a woman and that'll be the end of your disposable income.

  • Re:Not just games (Score:5, Insightful)

    by Bamafan77 ( 565893 ) on Friday February 13, 2004 @07:54PM (#8275595)
    Look, delays hurt *all* kinds of businesses. This is why most companies who know what they are doing do not comment on future products, and some (like Apple) go to great lengths to keep folks from knowing about projects in the works. Other companies who are less capable try and build enthusiasm by pre-announcing products to say, "Hey, look how cool we are".

    While what you say is true, it doesn't take into account other realistic scenarios. This isn't so much about fan disappointment from overzealous announcements, as about dealing with sensitive timing when it comes to outside collaborations with non-gaming companies(movie, toys, mags, etc). Tons of money is tied up into these collaborative schedules and unfortunately, game development (or software dev in general) isn't as condusive to predictive scheduling as other areas.

    Saying "No comment" or "It'll ship when it's done" is a lame-sounding option when partner companies have money tied up in your success too.
  • Re:hmm... (Score:5, Insightful)

    by SpaceLifeForm ( 228190 ) on Friday February 13, 2004 @07:55PM (#8275601)
    Exactly. This is such a 'woe is me' article. Damn companies are now begging. Sickening. Fucking marketing people are out of control.

    Message to marketroids: Complex software takes time. It's fucking ready when it's fucking ready - deal with it.

  • by bckrispi ( 725257 ) on Friday February 13, 2004 @07:57PM (#8275615)
    I would rather see an anticipated title come to market 12 months late and be solid than have it be released on time and suck because of bugs and underimplemented features. Lets face it, the cost overruns of a game coming out late can easily be recovered if:
    1. The game itself is good
    2. Users aren't turned off right away becuase of bugs and other annoyances that are the hallmark of rushed titles

    For example: Let's look at a case where the title released "on time" but sucked ass. The definitive example of this was Ultima 9. This was supposed to be Richard Garriot's 'swan song' for the Ultima series. The final chapter in a very successful and much loved 20 year old franchise. Immense pressure from the EA suits forced Garriot (against his pleas) to make sure U9 "shipped by Christmas". It met the delivery date expectation: at the expense of the consumer's expectations. The game was virtually unplayable. Bugs ranging from annoyances to full blown "quest killers" were rampant. Add that to the fact that you'd need a fully "state of the art" (+$2500) system to even load the thing. U9 entered the marked at $60 dollars. I never even saw it hit the $9.95 rack. It just disappeared.

    Now for a company that consistantly delivers late, we need look no farther than Blizzard. Starcraft, Diablo (1 & 2), Warcraft 3 were all "vapor" for many moons. They also rank as the most successful titles in PC gaming history, with longevity and replay value that is unsurpassed. WC3 is nearly three years old, and it still sells for $40+. Diablo 2 debuted in 2000, and was on the top 10 seller list no later than 6 months ago.

    As a consumer, I'm not going to spend my $50 on crap or a mediocre product. If I'm curious about a game, I'll wait till it hit's the $10 rack anyway (about 4-6 months after the release date - gotta love the irony). But if it's a hot title from a company with a record for Quality out of the box, not after "patch1.4", I'll drop the $50.

  • by dookie ( 136297 ) on Friday February 13, 2004 @07:57PM (#8275616)
    Love them or hate them, but id software probably has the best solution to the problem. They have always set their release dates as "when it's done" and it has always been for the best. I'm not referring to the (nearly) total lack of storyline but the fact that you don't go out, buy the game, and go home and download a fix for it. As far as I know, sales for id games don't suffer from delays. Perhaps the bigger problem is lack of quality products: you aren't nearly so ticked off when a game is delayed but it turns out to be fantastic.
  • by Rallion ( 711805 ) on Friday February 13, 2004 @08:03PM (#8275665) Journal
    Blizzard is a fine counter-example to this. They suffer from far more delays than most companies, but none of it ever gets bad buzz--because the release date just changes from 'kinda sorta soon' to 'approaching soon-ness' and they never need to explicitly say so. This allows them to carry out their 'release it when it's done' strategy and never get anybody upset.

    And it's impossible to say they fail to generate hype. WoW beta got 400,000 signups. And, come on, the start date for the beta hasn't even been decided on yet!
  • Re:hmm... (Score:2, Insightful)

    by SphericalCrusher ( 739397 ) on Friday February 13, 2004 @08:03PM (#8275673) Journal
    Don't we all wish this was true? Halo has been out for what? 3 years? It's price just now dropped...
  • by FunctionalMethod ( 751923 ) on Friday February 13, 2004 @08:04PM (#8275678)
    this won't matter. Right now a big part of PC Sales are people like us ( geeks more or less) that check up on gaming websites , subscribe to gaming forums etc. Soon the game industry will be as big as the movie industry ( not in terms of money , in terms of popularity around the globe) , and the largest portion of sales will be normal people buying/renting a game they see on a shelf. It won't matter if it has been delayed 3 years, because they weren't waiting for it. Just like Kill Bill. This movie has been delayed for 2 years or so , for Uma Therman to have her baby. I am sure there were some movie fanatics that were all " OMG DELAYED bS" etc , but for 95% of the audience it didn't matter. The movie is out , it's good , so you watch it. It's just a matter of time before this is the case in games.
  • by bckrispi ( 725257 ) on Friday February 13, 2004 @08:06PM (#8275690)
    Gotta disagree with you there. Diablo 2 came out in summer 2000. It had no 3D accelleration, and couldn't display in resolution greater than 640x480. Dated graphics can be looked over simply by a game being "fun". Just look at the sales of the lates Tetris title. Even on modern consoles, it's not all that flashy, but people buy it anyway. Compare that to the masses of games that are flasy, gorgeous, visually impressive, but about as much fun as plucking your nose hairs.
  • Re:I don't know... (Score:5, Insightful)

    by Bendebecker ( 633126 ) on Friday February 13, 2004 @08:07PM (#8275699) Journal
    The problem with squaresoft is that lately it looks like you'll end up with a 10 minute cutscreen every two minutes. Theirs a point where you have to distinguish between a game with movies in between and a movie with a game in between. Getting back to the orginal idea, Blizzard does alright becuase they worry about the story and gameplay over the graphics, just a little too much though. Squaresoft is on the opposite side, they lean towards the movies just a little too much. But both are close to the sweet spot called 'balance'.
  • Re:Not just games (Score:5, Insightful)

    by Dukael_Mikakis ( 686324 ) <andrewfoerster AT gmail DOT com> on Friday February 13, 2004 @08:07PM (#8275700)
    Yes, file this under "duh".

    Of course it seems obvious to anybody ("delays hurt business? You mean if we don't have a product we won't have sales? You mean baseless hype irritates people? Well there goes our business model."). It's just especially noticeable in video games because they are notorious for delays (and have previously gotten away with them). For whatever reason it seems to me that movies and music generally come out on time, or are delayed well in advance.

    I was skeptical about video games being a bigger industry now, but it's true that video game sale [cnn.com] did surpass box office sales [boxofficemojo.com] in 2003 (interestingly, the CNN article also discusses video game delays). It feels like it's the result of the industry advancing too quickly and not knowing the general timeline for releases, or what they can expect to accomplish.

    Too often you hear about games trying to include/do too much or use technology that is too advanced. With music, for example, they know they're looking for 60 minutes (even 40 minutes these days?) of produced, committee-written whatever, a warm, silicone body to sing it and move it out the door. Gold album.

    For my money, wired is a fun interesting source for gadgets and stuff, but it's too sensationalist technology. It feels to me like it treats tech still as some miracle or black-box that is to be possessed but not truly known. It is just like wired to treat this like some groundbreaking news when video games and technology are, at heart, just like any other industry. Not a flame or a troll, just my thoughts.
  • Re:UT2004 (Score:2, Insightful)

    by 88NoSoup4U88 ( 721233 ) on Friday February 13, 2004 @08:14PM (#8275747)
    If you haven't noticed yet : UT2004, allthough very much a fun game, is nothing more than a cheap re-hash of UT2003 : including two more simple gametypes.
    After playing the demo, I am seriously doubting if I should be buying a game that could as well be made as a Mod for UT2003.

    And yes, of course UT2003 had alot of revamped stuff out of UT, but in the end the whole new look of the engine gave it a totally new feel : Now I just don't know if it's gonna be worth my precious money once the big games are about to release (Doom3 and HL2)

  • Re:I don't know... (Score:3, Insightful)

    by MP3Chuck ( 652277 ) on Friday February 13, 2004 @08:15PM (#8275756) Homepage Journal
    Not to mention replayability... no story or FMV's can make up for crappy gameplay. Blizzard's games have B.net and level tools for a great online experience. And SquareSoft's game environments are usually so rich that you can spend hundereds of hours on a game and still not find everything there is to find.
  • Re:hmm... (Score:5, Insightful)

    by edwdig ( 47888 ) on Friday February 13, 2004 @08:19PM (#8275789)
    That's only true for PC games. Console games tend to take 6-12 months to be reduced in price. Games that totally bomb might get reduced in price sooner, whereas games that did really well will take forever to come down in price (notice how it took about 2 years for Halo to drop in price).

    Unless you're planning on waiting a long time to get the game, you're better off buying it right away, as there's a decent number of stores that will give you a discount for preordering, or will sell it at a cheaper price for the first few days.
  • by pudding7 ( 584715 ) on Friday February 13, 2004 @08:22PM (#8275813)
    Marketing doesn't make up the date. The date is provided to them by the developer. In most cases, the marketing team is far removed from the development team and in many cases they don't work for the same company.

    Trust me on this one.
  • Re:They can't win (Score:3, Insightful)

    by Ceyan ( 668082 ) on Friday February 13, 2004 @08:22PM (#8275816)
    That theory is all well and fine except for one small problem. Games can be released according to the published releaste date and not be buggy as hell and a decent game. It's not the tradeoff, it's just that very few companies set realistic release dates. I can't even begin to imagine the whole process, but something is wrong with it if so many companies are pushing back release dates.
  • by MooCows ( 718367 ) on Friday February 13, 2004 @08:26PM (#8275840)
    I disagree.

    Even when it would have been released 2 years ago it would've sucked donkey balls.
    There is too much WRONG with that game to list, even though it would be technologically ok on the original release date.
  • by Analysis Paralysis ( 175834 ) on Friday February 13, 2004 @08:28PM (#8275851)
    I'd like to know how they did their calculations there. It seems to be almost a marketing exercise in itself having a credits list in the hundreds, including the tea lady, donut vendor and ice cream salesman. Did they include hours spent by marketing, sales, HR, legal beagles and all the other paraphernalia a company involves? Or take the lead programmers' 70-80 hour weeks and extrapolate them across the whole company?

    Having said that, 100,000 hours is a little over 11 man years so it's probably more a case of using silly units to make a project appear more impressive here.

  • by Anonymous Coward on Friday February 13, 2004 @08:37PM (#8275915)
    It was business marketing and managers with dictated and unrealistic schedules. No plan, no strategy, no vision, no reality check - just a knee jerk. Now if management started sooner and the schedules were balanced with resource the story may have been different.
  • Re:hmm... (Score:4, Insightful)

    by 3Suns ( 250606 ) on Friday February 13, 2004 @08:46PM (#8275965) Homepage
    Only the crappy ones. Half Life was released in 1998 and it's STILL being sold for >$30 in stores...
  • by Arch-out ( 710539 ) on Friday February 13, 2004 @08:48PM (#8275980) Homepage
    I don't know about the rest of you, but I had planed to buy HL2 and then upgrade my hardware to run it if I had to. So no HL2 no new hardware. I dont think I am the only one that does this, and it would hurt the hardware people as well.
  • Bass-ackwards. (Score:5, Insightful)

    by mbourgon ( 186257 ) on Friday February 13, 2004 @09:06PM (#8276129) Homepage
    The delays don't kill a game. A bad game, released early, will still not sell. A good game, released late, will still sell. While a good game can become bad if forced to release early (*cough* Temple of Elemental Evil *cough*), I'd rather have the delay and have a completed game.

    The real problem is the hyping of games. They're hyping games that won't be out for over a year. I'm constantly surprised by games that just came out (I thought Chrome came out months ago, based on the hype back then). I suspect other people are, too.
  • Re:Not just games (Score:4, Insightful)

    by Dukael_Mikakis ( 686324 ) <andrewfoerster AT gmail DOT com> on Friday February 13, 2004 @09:06PM (#8276134)
    Oh, I'm not ragging on music, but one thing that you will have to admit is that a lot of music (and further, a lot of the most popular [billboard.com] music is produced to death and written [buy.com] by somebody else (towards the bottom of the link is a note that Britney writes some of her own songs, but the "successful" one was written for her). It is the same with movies when the top movie this year [boxofficemojo.com] so far is Somethi^H^H^H^H^H^H^HAlong Came Polly (which we've seen before -- the ferret scene is similar enough to the dog scene to be considered "knock-off").

    How does this relate to business? Well, IANAM/MP (music/movie producer), but my feeling is that they have a pretty good idea of how long it takes to go from conception to packed theaters (and if not they have a clever tactic called "Coming Soon"). Same with music.

    Don't get me wrong, I love good music (I lean to folk, indie rock), movies (Magnolia is up there), and games (good old WC3), but for a lot of the music and movies out there it's as scientific as anything else.
  • Re:Fallout (Score:3, Insightful)

    by Quobobo ( 709437 ) on Friday February 13, 2004 @09:09PM (#8276158)
    Not that they didn't fix a ton, but there were still a bunch of bugs left after the patches.. this [tninet.se] covers a lot in sickening detail, but it would take awhile to go through and just read about the bugs. That aside, it was an amazing game, easily the most innovative RPG I've ever played.
  • Re:hmm... (Score:5, Insightful)

    by deacon ( 40533 ) on Friday February 13, 2004 @09:19PM (#8276229) Journal
    Hey, have you ever shipped a product?

    There is an old cliche, "It is time to shoot the engineers and move into production:

    And yes, I AM AN Engineer, and like all engineers, I have the same tendency:---->

    Fact of life: Many engineers, given the chance, will keep polishing the helmet because there is another speck of dust on it.

    Real world fact: No product is ever perfect to every customer, and there comes a time when you have to stop farking around, finish up, and ship the product!

    The alternative is to bankrupt the company, throw everyone out one the street, screw the shareholders and people who have given you credit to buy all your equipment, and start over!

    And while we are at it, let us look at this timeline:

    1400s: Astromony is too hard and takes time, plus the earth is the center of the universe.

    1800s: The sun is the center of our solar system. Germs are a figment of your imagination, plus medicine is so hard.

    2000s: Of course germs exsist, and with the proper percautions and drugs, are not a problem. Software is so hard. It will be done when it's ready.

    2300s: We have the methodology to write bug free software on time and under budget. But those matter-antimatter transporters are so hard...

  • Re:HL2 (Score:3, Insightful)

    by Frenchy_2001 ( 659163 ) on Friday February 13, 2004 @09:19PM (#8276230)
    HL2 has a lot of buzz going for it, however, more than the awesome graphics, this is especially the HL1 legacy that people are looking for:
    - great story
    - great levels
    - good playability
    - never boring

    The games with wonderful graphics are 5 a dozen, what is lacking lately is gameplay and HL1 had lots of it.

    For the recards, HL1 was one of the most delayed game. When they had an almost final product, the team met and reviewed it objectively, reaching the conclusion than their game was a "me too!" game on the quake engine. They refused to release it, studied it, found what was good and built on it. The rest is history.

    Doom3 follows the same syndrome. For the first time since doom2, ID will release a GAME, not just a 3D engine. The emphasis is on the 1st player game, with music, ambiance an story. Built with a next gen 3D engine, this is highly anticipated.

    Games are often late, but the reason behind it can be very different. When a Blizzard game was late, we all assumed they were testing and balancing it, so that the final product is FUN.

    Delays hurt any industry, bad products hurt too...
  • by BlueCoder ( 223005 ) on Friday February 13, 2004 @09:26PM (#8276290)
    Simple solution is for marketing to get their act together. Otherwise the only alternative it getting games like the latest in the Tomb Raider series, games that shouldn't have been released.

    How about waiting until the games in in post production? Either advertize games in production with unspecified dates or dates so far in the future that you can gaurantee it. Then only as development completes do you reverse the estimete in a conservitive mannor.
  • by wowbagger ( 69688 ) on Friday February 13, 2004 @09:32PM (#8276334) Homepage Journal
    "Sometimes you have to shoot the enginner and ship the product."

    Back off that flamebait, friend - I *AM* the engineer.

    If you adopt a "We will ship this when it is done" then it never will be done, for a variety of reasons:
    1. The engineer will always think up some cool new feature, and absent any motivation not to, put it into the product. It takes YEARS of experience to learn the self-control to not do this (hell, I have decades of experience and I still succumb to that temptation on occasion.)
    2. The marketing guys will always think up some cool new feature, and absent any motivation not to, pester the engineer to put it in.
    3. The Q/A guys will say "I won't waste my time looking at anything that is not at least a release candidate." If the engineer releases an RC, absent any firm schedule, the Q/A guys will blow it off and not test it.
    4. When the Q/A guys finally do get bored enough to look at the code, they WILL find bugs, so there will always be one more bug to fix, and absent any motivation not to, the engineer will fix the bug in the current codebase - thus generating a new version that must go through Q/A (see above).


    Sometimes having a firm deadline is a wonderfully focusing motivator - the engineer will say "This is a cool idea - I will save it for AFTER the release", the marketing guys will say "Well, the customers want this really cool feature, but the return on investment isn't enough to jepordize the ship date, so we'll put it in later", the Q/A guys say "We'd better check this NOW, so any problems can get fixed before release data", and you actually make progress.

    Of course, when the deadlines are not set with the buy-in of the engineers, the marketing people, and upper management, but rather are set for some highly arbitrary date....
  • by DenOfEarth ( 162699 ) on Friday February 13, 2004 @09:45PM (#8276417) Homepage

    As I sit here, after just playing a bit of halo on my xbox, I'm thinking about how the release of halo 2 has been pushed back to fall of this year. It doesn't bother me so much, as long as the game itself is good. One could say that it would be better for bungie to release a half-cooked halo 2 now, in the hope of selling more units, but I think that if bungie wants to release one of those games that are pretty much immortal and that I'll remember for a long time (such as the first halo), then they should release it when it is properly finished.

    Reminds of Diablo 2 being pushed back over a year from its initial release date. For that matter, most of blizzard's games get pushed back, but the proof is in the pudding, blizzard puts the finishing touches on the games, making them top notch, and hence they move huge volumes at the stores. Did any company ever make as huge a return by releasing a buggy, unfinished product?

    What's the big rush anyways? There are so many games out at any given time, that are good and worthwhile to play, that it doesn't bug me for a second if a company decides to delay their game to make it a much more quality product. I'll pay for a quality product, I won't pay for something that was pushed out the door, simply because the game company needed to ship something.

    As for duke nukem forever, I'll be interested to see what they will unleash on us after all that development time. I wouldn't be surprised if it's a much cooler game than we all imagine it will be. But, that's for time to tell.

  • Delays (Score:2, Insightful)

    by greening ( 146061 ) on Friday February 13, 2004 @10:16PM (#8276595) Homepage
    There are some companies, in my book, who can pull such delays off. Valve Software, id Software, just to name a few. If they want to delay a game, then good, take the time you need to release a quality product. In my opinion, rushing to meet a release date is a bad idea. Haste makes waste has always been true. But, delaying so long that your product (that at the time was a ground-breaking, barrier-pushing product) becomes out-dated pre-release is also bad (Diaktana (SP?)). With the industry moving as fast as it is, it becomes real difficult to keep up and still release a high-quality game (as far as PC is concerned). I believe that thats a reason as to why more and more games that come out are very dissapointing. And price will also have a lot to do with the problem. Some people really can't afford to spend $50+ dollars on a single game. Another reason why a game may suck is because of a lack of balance between the two sides of games (single and multiplayer). In todays world, multiplayer is a must. One reason why I thought that id's Quake III arena was not any good, was because it was just a deathmatch for $50 dollars. (Another reason why I didn't care to much for Q3 is because it was written in C but, that's a different story) A game needs a good single player game and have multiplayer on the side with room for mods to be made. That's were Valve did right with Half-Life. A good, mostly challenging single-player game with a multi-player game with a really good SDK for mods.
  • Re:Not just games (Score:3, Insightful)

    by soft_guy ( 534437 ) on Friday February 13, 2004 @10:50PM (#8276765)
    That's why you need to keep the information confidential between you and the other companies which is what Apple does. Remember how pissed they were when ATI sent out an early press release that blew the cover on some new G4 systems?

    Second, you need to forcast realistically. In gaming, there is really no execuse for a marketer to draw a line in the sand and say that a product is irrelevant after a certain date. If it is a good game, it will do fine. The importance of forcasting the release date is so that you can coordinate other parts of the product release. So, my thinking is that you want to use normal software "good forcasting" practices to make sure you hit the date you pick. That starts with picking a realistic date - not letting it be dictated by marketing.
  • by Behrooz ( 302401 ) on Friday February 13, 2004 @10:55PM (#8276800)
    Blizzard doesn't owe you or me anything

    A more complete statement would be that Blizzard doesn't owe you or me, or their publisher, any money, and hence can take as long as they need to to ensure that their game is actually finished when they release it.

    Financial pressure is the real reason for most optimistic release dates, and the insane pressure of creating an up-to-date working awesome game on the schedules alloted to the dev teams is the reason that many games do not meet those optimistic release dates.

    Consider the statement "If we don't go gold by November our publisher is going to stop paying our operating costs and we're all going to be out of a job." and you have some idea why some games are released when they are.
  • Re:hmm... (Score:5, Insightful)

    by Photon Ghoul ( 14932 ) on Friday February 13, 2004 @11:04PM (#8276860)
    You don't play games do you? The real world fact is that I'm tired of shelling out $50 for an unreturnable product that isn't finished. Yes, some bugs are to be expected but have you ever played a $50 game that is completely broken? The game industry has a lot of problems and unrealistic release dates from publishers is one of the worst.
  • Re:hmm... (Score:2, Insightful)

    by MMaestro ( 585010 ) on Saturday February 14, 2004 @12:22AM (#8277252)
    Actually most stores only make it seem like you're getting a discount by preordering when in reality you're not.

    First and most obvious is the "down payment" which is usually $5 and gets discounted when you pay the full price when the game is released, not a discount since you end up paying a full $40/50 at the end either way.
    Second they will try to throw in a free item (EBGames gave you a free GBA-to-GC connector if you pre-ordered FF:Crystal Chronicals), neat and in some cases helpful, but for singleplayer gamers thats just a useless plug since the GBA-to-GC aspect is only for the multiplayer; thats one extra plug you don't need laying around.
    Third the trade-in method. If you trade in X games you get Y game for free when its released (very common since they rip you off when they sell/buy used games). This is a fairly obvious and self-explanatory point.

  • Blame the media (Score:2, Insightful)

    by Saville ( 734690 ) on Saturday February 14, 2004 @03:30AM (#8278093)
    Nintendo had this figured out when it had the monopoly back in the 80s. Nintendo Power, the Nintendo controlled magazine, was the most read magazine by kids.

    Did they hype up coming products ever? They published tips, level guides, cheat codes, etc. They wrote articles about games you could buy and encouraged people to go buy games.

    They also didn't have enough of that game in stock so you hopefully would buy another and come back later to get the one you wanted, but, hey, that's a monopoly.

    Instead of talking about games you can't buy for a long time the focus needs to be more on games you can buy right now. Before a game comes out you read months of previews. Then one month of reviews and that's it, it's on to hyping another game.

    The game industry is often compared to the movie industry. Sure, you can read a bit about a movie coming out with xxx staring in it once in a while, but 95% of people who go see a movie don't see hype about it a year before it comes out. They pretty much don't even learn about it until a couple weeks or one month before it comes out. In the game industry most people know about games long before they are close to coming out.
  • Well Tough! (Score:4, Insightful)

    by metroid composite ( 710698 ) on Saturday February 14, 2004 @03:33AM (#8278108) Homepage Journal
    Books get delayed all the time. Phillip Pullman's The Book of Dust [bridgetothestars.net] has been "in progress" for years. J.K. Rowlings Harry Potter and the Order of the Phoenix [hp-lexicon.org] was delayed far longer than any other book in the series (and had a record launch as far as book sales go).

    Some games have plot (and in exceptional cases about as good as your average fantasy book). Why shouldn't they be able to delay? Some (though not all) of the books we still read as great literature were edited and rescripted for 20 years. Screw cash flow and give me quality!

  • Re:The Thing (Score:5, Insightful)

    by Dylan2000 ( 592069 ) on Saturday February 14, 2004 @06:20AM (#8278628) Homepage
    You try before you buy but you had already played right through to the end and still hadn't decided whether you were ready to pay for it or not?

    Maybe I'm dumb but what on earth would have motivated you to go to the store and buy the game after you'd already completed it?

    I've heard this argument again and again that 'if it's really good I'll buy a copy just to put on the shelf to reward the developers.'. It's bullshit. Once in a blue moon I believe you might do that for a very special game but the prospect of paying $50 for something which you won't use makes a game's chances of getting onto that shelf, well... let's just say slim. The fact that you played the game through to the end, then found a bug and said

    Patch or no, failing to catch bugs like that is simply unacceptable. I pay for games that are worth my money.

    suggests to me that you were never serious about buying it. Even though you extracted its full purchase value from it. That's not try before buy that's just getting the game for free. I'm not judging you for that - I couldn't give a crap - but don't lie to yourself and especially don't lie to me.
  • You'd be suprised (Score:3, Insightful)

    by Brightest Light ( 552357 ) on Sunday February 15, 2004 @12:47PM (#8286257) Journal
    Maybe I'm dumb but what on earth would have motivated you to go to the store and buy the game after you'd already completed it?

    Replay value. Often, I'll play through the game on 'easy' then work my way up through the levels of difficulty (good way to find easter eggs/etc), its also a good way to catch stuff you miss the first time around.

    I've heard this argument again and again that 'if it's really good I'll buy a copy just to put on the shelf to reward the developers.'. It's bullshit.

    Actually, it's far from bullshit. Recently I downloaded Call of Duty, played it through, and liked it to much I went out and bought a copy, because it was worth the money. The same thing I did with Battlefield 1942, UT2003, UT, Quake 3 Arena, C&C Generals, and Half-Life (and hopefully Half-Life 2 sometime soon!) All of these games impressed me enough that I decided that they were worth the $40-$50, and went out and actually paid for a legit copy.
    The reason I usually download, play, then buy is because I once made the mistake of falling for the hype behind Black & White. I read the glowing reviews, interviews, etc; and ran off to the store to shell out $50 of my hard-earned money ($50 is a lot when you're a highschool student with a fast-food job). I installed the game, played it for a bit, and realized that it completely failed to deliver. $50 down the drain. Never again, I vowed. So now I download first, and the software developers can prove to me that their game is worth my money. Yes, when I download a game that have no intention of paying for, it is stealing. I don't deny that. But more often than not, if its good, I'll buy a legit copy.

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