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Post by cwl77 on Mar 30, 2017 22:52:42 GMT
Being a dev myself, my take might be a little different here -- I haven't a played a game with this many little bugs and issues in a long time and I play a LOT of games. However, what I'm seeing are issues that a normal development and testing cycle would have easily caught and fixed. Now sure, a ton of games have things that slip through the cracks, but I see quite a few here that just shouldn't be there in a completed game. Tons. Ryder getting stuck in position but his legs move for a couple seconds and then are released, missions that are done, but then reset, mission items that are extremely hard to get because of collision detection problems, wrong dialoge (all we need is one more and the vault is open -- uh no, that's the last one and now it is open), storyline triggers that seem to get queued and then 10 of them are added at once (not when entered or exiting somewhere, just when something else is triggered so it resets another trigger)... etc. And of course, I didn't mention the animations, but if you notice, it's the opening piece/beginning and then they seem to, for the most part, be just fine. Even things like only having basically one Asari face (and color), while other races get far better treatment (and the Asari are a pretty beloved race which has had quite a bit of uniqueness in the past unlike the Krogan or Salarians which are fairly generic historically).
For those that have played for quite a bit, there is a ton of history fleshed out, quite a few little details that are done extremely well, and a huge amount of content. It just strikes me that there were time constraints and likely they were too far in that no matter what, whatever end date was chosen was going to be too early. In most companies you'd just say, "well, we need more time, it's all there, we just need another test cycle or two because we can't quite release where we're at." Usually that's not a HUGE deal and if you have an experienced team, you know they are usually fairly close. I suppose the product cycle in game development is less forgiving and sometimes you just run out of time and that's that, because you've pushed it back too much already.
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Post by jpcab on Mar 30, 2017 23:01:00 GMT
Really? you re a steam client?
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NUM13ER
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Post by NUM13ER on Mar 30, 2017 23:42:18 GMT
This game had five years of development at a AAA studio, there comes a point when you have to admit EA gave them plenty of time. Despite this, there's just so many bugs and problems that scream rushed development. Honestly with that much time, a game on the scale of the other Mass Effect titles (in terms of length and content) should not only have been achievable but easily so.
It just feels like their ambition didn't match their reach on this one. In the end the move to more open world style gameplay probably hurt the overall polish of the title. They had to dedicate resources to creating these massive worlds when really a handful of more linear locations would have done the job quite nicely.
I have enjoyed my time with the game, over the countless hours put in this week, but there's no denying it could and probably should have been so much more.
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R1Outcast
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Post by R1Outcast on Mar 30, 2017 23:47:55 GMT
...I have enjoyed my time with the game over the countless hours put in this week but there's no denying it could and probably should have been so much more. This^ pretty much sums it up for me. I really enjoy the game (beat Normal, now playing Insanity), but I can't deny its flaws. Hopefully future patches will remedy them.
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Post by Doctor Fumbles on Mar 30, 2017 23:52:52 GMT
Out of curiosity, you say you're a dev, but a dev for what game?
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Post by zipzap2000 on Mar 31, 2017 0:04:24 GMT
Im getting sick of hearing "They needed more time" and "This is EA'S fault."
Neither one of those things are we true and we all know it.
EA gave them 5 years and then an extra 3 months.
Maybe they should have spent less time "peer reviewing" and "Play testing" less tweets about how awesome things look and more time making them look awesome.
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Post by Doctor Fumbles on Mar 31, 2017 0:07:56 GMT
Im getting sick of hearing "They needed more time" and "This is EA'S fault." Neither one of those things are we true and we all know it. EA gave them 5 years and then an extra 3 months. Maybe they should have spent less time "peer reviewing" and "Play testing" less tweets about how awesome things look and more time making them look awesome. More like 4 years since they had to scrap the No Mans Sky world style.
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Post by malanek on Mar 31, 2017 0:12:24 GMT
Im getting sick of hearing "They needed more time" and "This is EA'S fault." Neither one of those things are we true and we all know it. EA gave them 5 years and then an extra 3 months. Maybe they should have spent less time "peer reviewing" and "Play testing" less tweets about how awesome things look and more time making them look awesome. More like 4 years since they had to scrap the No Mans Sky world style. They didn't shut down the entire studio while they explored that though, there were certainly other people doing other things. We will never know how much time and how many hours they sank into that. I do get the impression they changed the focus of the game and had quite a small project team for the first 2 or 3 years though.
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Post by osito on Mar 31, 2017 0:16:18 GMT
Too much time is often a bad thing. All things considered, ME2 and especially ME3 were made super quickly. Often you do your best work when under pressure, and having extra time makes things very inefficient. I know that it my own career I did my best work under time pressure, and my worst work when I had all the time in the world (not that I had that very often!)
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cwl77
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Post by cwl77 on Mar 31, 2017 3:20:44 GMT
Sadly, they are 97% there. It's true, it's extremely hard to project plan a game of this magnitude. They might have had 5 years, but the reality is that the last 10% is when everything comes together and real time schedules start to shake out. It's horribly difficult to say, when you're a year out from a release date, if that's a realistic goal. However, you need to plan for what you want to achieve, what you can achieve, and what happens if you can't meet your goals and what gets left out. Where the planning here might have been poor is in figuring out how to timeline around test cycles. Seriously, when you are all playing, is there ANYTHING that seems like it has a huge hole? Nope.......... there isn't. Everything is small. So big picture, they were close and it's a shame they didn't get the time they needed. Or, too bad they just didn't quite line their timelines up. If this is in a different field, they delay for a couple months, polish, and their final product is a huge success. Unfortunately lack of polish does not go over good in the gaming industry and especially when it's little thing after little thing after little thing. It starts to look unprofessional. And......... when your first look at the game is an animation nightmare, it's bound to have lasting consequences. Why would you put out a beginning like that knowing that everyone was going to see THAT first and judge your game on it???? The dialogue and animations are the worst in the beginning of the game........ sigh. Why shoot yourself in the foot right out of the gate?
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