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Today, I’m wondering if “When It’s Done” is still a good philosophy, especially when we’ve seen a number of big games slip time and again – Duke Nukem Forever and Team Fortress 2 come to mind. On one hand, it’s great to see a developer taking the time to get a game right. But is a game ever really done to 100% perfection? There are diminishing returns, and if developers aren’t careful, they could miss their window of opportunity. Admittedly, most of these developers do have internal release
date targets for a game, even if they aren’t publicly disclosed – or
at least I hope there are internal targets.
We all know that whether we like it or not, most of us do our best
work under the pressure of a deadline.
Without that deadline pressure, it’s very hard to
keep team work ethic at the level it needs to be.
It’s not impossible to do this if the team has a great deal of
passion and vision, but when a company has a group of 20 or more
individuals working on a game, it’s hard to instill that vision in
everyone. So, is “When It’s Done” still a good idea?
I don’t know. The real judgment will come when games like TF2 and Duke
Forever arrive. If they end
up being Game of the Year caliber titles, then you can’t fault the
developers for their philosophy. But
if these games ends up disappointing, perhaps there’s something to be
said for a more streamlined development process with specific date targets In the end, it’s funny how that works: “When It’s Done” probably ends up building even more
pressure for a team to deliver a good product.
After all, "When It's Done" dictates that there are no excuses for a bad game. |
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Copyright 2000, Ola Balola LLC. |
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