Slashdot is powered by your submissions, so send in your scoop


Forgot your password?

Slashdot videos: Now with more Slashdot!

  • View

  • Discuss

  • Share

We've improved Slashdot's video section; now you can view our video interviews, product close-ups and site visits with all the usual Slashdot options to comment, share, etc. No more walled garden! It's a work in progress -- we hope you'll check it out (Learn more about the recent updates).

Games Entertainment

The Publisher/Developer Relationship 15

Posted by Zonk
from the learning-from-each-other-while-we-do-our-thing dept.
Via a Gamers With Jobs Press Pass post, an interview with Dorian Richard, the Atari external producer for Neverwinter Nights 2. The Game Tycoon piece discusses the relationship between publisher and developer, and touches on some of the challenges of creating a sequel to a title like Neverwinter Nights. From the article: "GT: What are the most common challenges you face when interacting with developers? DR: There's inexperienced developers, and there's experienced developers. Inexperienced developers tend to lack staff with sufficient scheduling and managing experience. They might be good at certain development tasks, but they don't know how to read warning signs and manage people, so they frequently fail to recognize when a big slip is looming. They don't plan for likely emergencies, like a key team member getting sick or having a family emergency."
This discussion has been archived. No new comments can be posted.

The Publisher/Developer Relationship

Comments Filter:

Suburbia is where the developer bulldozes out the trees, then names the streets after them. -- Bill Vaughn