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Any other longtime supporters feel like they were lied to?
Dutch Vanya:
--- Quote from: Mattilald Anguisad on October 22, 2015, 04:40:43 pm ---I would like to inquire, for further explanation on how is matchmaker pointless, and how did it remove social elements. The statements puzzle me.
--- End quote ---
This game has a playerbase that is just too small for a matchmaker to work. The social element is about my personal experience. People used to socialize in lobbies, but now we are stuck in a matchmaking queue for 5+ minutes each game and rematches are rare, so you are forced to go back to the queue again.
Mattilald Anguisad:
There is a pisece of wisdom about software development, I've learned some time ago. I forgot where, probably from The Trenches.
"Programmers can't estimate time, it will take them to program something. Whatever they say it will take them, multiply it by at least 2." - not exact words.
I believe this holds true for most of the producers that went to KS - I have personaly resigned to wait longer time. I wish there was a way to inform everyone about that.
Even Veterans of the industry, without a publisher to either give realistic dates or hold them to dealines failed to deliver on time.
Richard "Lord Brittish" Garriot: Shroud of the Avatar (1,919,275$/1,000,000$; Estimated delivery Oct 2014 - in alfa/beta for over a year at this point) - founder of and creator of most of Origin Systems games (including Ultima series)
Tim Schaefer: Double Fine Adventure/Broken Age (3,336,371$/400,000$; Estimated delivery Oct 2012 - act 1 delivered in Jan 2014, and after going over budget) - made many of the great Lucasarts adventure games
Chris Roberts: Star Citizen (total: >93,000,000$ out of ???; Estimated delivery Nov 2014 - beta for all pre-orders starting soon, current ETA 2016) - author of Wing Commander series and both Privateer games
... I could go on.
If allegations of over-micromanagement hold true, it means you either have wrong people, or you, Bubbles are (no mater how well intended) over-managing. It seems to be a bit of a common thread in some of the delayed KS campaigns.
Not saying that if they can be late that you can, but just trying to assert that software developers are terrible at estimating time needed.
Squidslinger Gilder:
Either you give estimates and possibly miss or be off a bit or you make hard dead lines and churn out a Battlefield 4....either way ends in gamer wrath. Heck after working on VN development for two+ years now I can safely say, things rarely go right. I even had a talk with Bubbles recently about managing artists and found a lot of similar things I've dealt with.
Most of the complaints stem from a lack of knowledge from the consumer and expecting AAA huge team quality from a small team studio. Coding doesn't just miraculously happen. Fixing code isn't always easy. You don't know how many things might be dependent on one line of code or may cause problems elsewhere. In VN dev we started with Renpy and I'm moving to Tyrano simply because to troubleshoot Renpy engine means you have to compile and test from the start where Tyrano you can test scenes in engine on the fly. The amount of time saved is huge. But not all game engines make that easy.
From what I've seen with GOIO, I think a good chunk of the problem is Unity related, not Muse. Had other game engines been as open to develop for as Unity was when GOIO was made...maybe...maybe we might be better off right now. UE engine alone would have been great since it would have made user modding and content creation much easier. But it wasn't as open to dev on.
Then next Artists are some of the most problematic folk to ever work with. You don't always have the luxury to just simply have them on staff. If you have to commission them, they might tell you one estimate of time frame but end up taking double the time. In fact I wouldn't be surprised if 90% of the delays Muse has is due to artist problems. That is literally what is holding back the Guns VN production atm...artist problems. We went into May/June ready to start production and summer hit, artists MIA.
From talking to Bubbles I get the same feeling I get when I've worked with VN dev. You don't really know how hard it is to churn these things out till you see it first hand.
Richard LeMoon:
As a person that has seen first hand, I agree.
-Anakin-:
--- Quote from: Dev Bubbles on October 22, 2015, 04:54:04 pm ---I actually know the Depth devs.
--- End quote ---
Depth/goio crossover content pls, chivalry style?
https://steamcommunity.com/sharedfiles/filedetails/?id=391159354&searchtext
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