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[Kotaku] Too much time & money makes games bad, says Gearbox. - Page 2

post #11 of 34
Quote:
Originally Posted by meta||ic View Post

This is the exact problem with Gran Turismo 5. They took forever, and for what? So the headlights can be in ultra detail? Instead, give me accurate sounds, 200 cars with interiors, and a new game every 4 years. Thanks.

Have to say that now that I bought an Xbox 360 and Forza 4 the only thing I like in Gran Turismo 5 more than in Forza is smoke and drifting. And that's pretty much it really.
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post #12 of 34
ArenaNet is taking their sweet time and GW2 is looking great.
post #13 of 34
Quote:
Originally Posted by sepheroth003 View Post

I disagree, only because Valve and Blizzard make like the best games IMO, and they are ones who always push deadlines.
I wouldn't say they push deadlines. It's more like they lie to everyone don't understand the traditional concept of time (Valve time) and never set deadlines in the first place ("it's done when it's done" -Blizzard) rolleyes.gif
    
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post #14 of 34
Isn't Gearbox that did DNF? Shouldn't they be slapping themselves about it?
post #15 of 34
We'll yeah Vavle and Blizzard make really terrible games ofcourse rolleyes.gif
Ofcourse company's like these are going to say more time won't make their games better because then they admit that most of their rushed games suck.
    
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post #16 of 34
Quote:
Originally Posted by uncholowapo View Post

Isn't Gearbox that did DNF? Shouldn't they be slapping themselves about it?

Uh no, that was 3d realms and George Broussard's doing. Gearbox actually picked it up and finished one of the oldest vaporware games ever.
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post #17 of 34
I think it depends - some studios can take unlimited time and use it to perfect something - see Valve, they may take forever and a day to release a game, but when they do, it is always excellent. I'm convinced that this is because they spend a lot of time planning and thinking up ideas, and only go into production once they have something they believe is up to scratch ready.

On the other hand, giving a developer unlimited time can lead to continuously reworking everything, ridiculous perfectionism, feature creep - programmers especially are terrible for this, given the chance we will always make a problem grander and more interesting.

It's a matter of knowing your people and what they are good at. If you have good ideas and a good vision, a time limit is needed to keep you in check a lot of the time, but too restrictive a time limit can force you to release something sub-par.
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post #18 of 34
Quote:
Originally Posted by Mkilbride View Post

Years later; we all play Vampire the Masquerade Bloodlines as the Masterpiece it is, people hail it as one of the greatest RPG's of all time, though buggy, which community patches have fixed.
So, I will always say no to rushed development time. Troika was set up to fail. Activision must have had a grudge against them .

Agreed, although I thought it was even worse than that - Troika were using an alpha build of the source engine, from what I remember reading in an interview about Bloodlines, Troika closing, etc...

Bloodlines was a good, if buggy game even without the fan patches - in fact, Bloodlines with the fan patches crashes for me in character creation if I take too long (the 1.2 patch didn't) however the fan patches add so much content, etc that they're a must anyway - they don't make the rest of the game crash more, and once character creation is complete the game is then OK.

...

I don't really agree with Gearbox on this one... sure, no deadlines are a bad thing, but frequently publishers set unrealistic deadlines so they can hit holiday sales, or whatever. frown.gif
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post #19 of 34
Quote:
Originally Posted by sepheroth003 View Post

I disagree, only because Valve and Blizzard make like the best games IMO, and they are ones who always push deadlines.

Valve is so overrated.
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post #20 of 34
Quote:
Originally Posted by Benz View Post

Valve is so overrated.

Valve as in Valve/Steam the same source engine for the past 8 years may be, however, half-life/ half-life 2 were/are not.
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