Posted November 17, 2014
Original issue is/was clarity. Keeping things simple so they are clear for the consumer and not only that, but also so that the decision doesn't reflect badly back onto the company (that was the witcher 3 original comment from me - i only used witcher 3 as an example).
I don't like biased, singling out of 1 company when many are 'at it' but i needed the example to remain relevant and understandable.
Bad business decisions are just that, bad decisions.
But bad business decisions that make the consumer the one that is punished i find, as a consumer, intolerable.
This industry with bad decision after bad decision, is only making itself look even worse.
I could go into a discussion about the business reasoning behind decisions eg profit but that really is something that goes without saying - they are all in this to make money after all.
You and I both know from all our posts that they are in it for the money - problem is, the art and skill is in making money while not getting it so wrong that your customers smell a rat!
Make money for sure, but just don't do it in ways that are bad for the long term end-game.
A pissed off customer has the real ability to become a non-customer in the future. The company's that do this are just keeping the industry in a state of very poor being and even undoing some of the great work past people have done for the industry of the last few decades.
As for triple A and games staying in early access, it takes (from the very start) a long time to create a game from scratch and if you have a small team or a 1 man/woman setup then it will take even longer as a lot of artistic creation has to happen before a single line of code can be written.
You could look at that a few ways but realistically a few games can explain -
Triple a games eg bf3 and cod modern warfare and black ops
large teams working means quicker progress but if you look at treyarch and infinity ward once both studios made the first game engine and then sequels alternate between the 2 companies the next iteration for each studio is less of a task needing new maps story weapons but the mechanics for the most part ie the engine is the same so that means not as much work each time. It would be huge amount of work if they were doing new engines every year as well as new assets etc.
Indie ambitious games eg interstellar marines
small teams but still striving for huge games - this is where early access is frustrating from a gamer point of view as you really do get to watch as the game is created but a lot of gamers just don't realise how many hours go into it. Progress will seem very slow as before early access gamers had no perception of the 3,5,10 year dev time that goes into some games.
Small games
team size is not really a factor as the games a simplistic by design therefore dont take much work to create eg not many art assets, levels based on the same environment etc etc - think luftrausers or angry birds etc etc. These games really shine in early access for gamers as the pace of creation progress is quicker and gamers get a real
sense of riding along for the journey with the devs.
Early access
Early access is very bad as it shows up which dev teams are really bad at project management. A great example is dayz.
DayZ is not even being created with any thought to the fact that it is in early access and all it has done is serve to put off people who bought the game early and the game is just being developed without any regard for the fact that people actually want to follow the journey. When a gmae is in early access and everyone agrees that a playable version exists (devs and gamers), then bugs that are game breaking need to be held in higher importance than for games not in early access. This is something that is not handled well in dayz early access and is a major detractor from a game that has the potential to be very good when finished.
Early access also has the ability to show mistakes in the way a project is handled and can show up bad design decisions for gamers to see as they happen. You would think early would be an opportunity for dev teams to see the comments from gamers at the early stages and that would serve as a red flag warning so the dev team could act early to make changes so the game is a future success going forward, but some dev teams are not realising the actual benefits Early Access brings and keep running with bad ideas ignoring the gamer communities comments/warning/criticisms.
I guess some dev teams are out of touch.
I don't like biased, singling out of 1 company when many are 'at it' but i needed the example to remain relevant and understandable.
Bad business decisions are just that, bad decisions.
But bad business decisions that make the consumer the one that is punished i find, as a consumer, intolerable.
This industry with bad decision after bad decision, is only making itself look even worse.
I could go into a discussion about the business reasoning behind decisions eg profit but that really is something that goes without saying - they are all in this to make money after all.
You and I both know from all our posts that they are in it for the money - problem is, the art and skill is in making money while not getting it so wrong that your customers smell a rat!
Make money for sure, but just don't do it in ways that are bad for the long term end-game.
A pissed off customer has the real ability to become a non-customer in the future. The company's that do this are just keeping the industry in a state of very poor being and even undoing some of the great work past people have done for the industry of the last few decades.
As for triple A and games staying in early access, it takes (from the very start) a long time to create a game from scratch and if you have a small team or a 1 man/woman setup then it will take even longer as a lot of artistic creation has to happen before a single line of code can be written.
You could look at that a few ways but realistically a few games can explain -
Triple a games eg bf3 and cod modern warfare and black ops
large teams working means quicker progress but if you look at treyarch and infinity ward once both studios made the first game engine and then sequels alternate between the 2 companies the next iteration for each studio is less of a task needing new maps story weapons but the mechanics for the most part ie the engine is the same so that means not as much work each time. It would be huge amount of work if they were doing new engines every year as well as new assets etc.
Indie ambitious games eg interstellar marines
small teams but still striving for huge games - this is where early access is frustrating from a gamer point of view as you really do get to watch as the game is created but a lot of gamers just don't realise how many hours go into it. Progress will seem very slow as before early access gamers had no perception of the 3,5,10 year dev time that goes into some games.
Small games
team size is not really a factor as the games a simplistic by design therefore dont take much work to create eg not many art assets, levels based on the same environment etc etc - think luftrausers or angry birds etc etc. These games really shine in early access for gamers as the pace of creation progress is quicker and gamers get a real
sense of riding along for the journey with the devs.
Early access
Early access is very bad as it shows up which dev teams are really bad at project management. A great example is dayz.
DayZ is not even being created with any thought to the fact that it is in early access and all it has done is serve to put off people who bought the game early and the game is just being developed without any regard for the fact that people actually want to follow the journey. When a gmae is in early access and everyone agrees that a playable version exists (devs and gamers), then bugs that are game breaking need to be held in higher importance than for games not in early access. This is something that is not handled well in dayz early access and is a major detractor from a game that has the potential to be very good when finished.
Early access also has the ability to show mistakes in the way a project is handled and can show up bad design decisions for gamers to see as they happen. You would think early would be an opportunity for dev teams to see the comments from gamers at the early stages and that would serve as a red flag warning so the dev team could act early to make changes so the game is a future success going forward, but some dev teams are not realising the actual benefits Early Access brings and keep running with bad ideas ignoring the gamer communities comments/warning/criticisms.
I guess some dev teams are out of touch.
Post edited November 17, 2014 by wellen1981