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The Future of Release Dates

A writer at Middle of Nowhere Gaming feels that upcoming game release dates rest in uncertainty.

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middleofnowheregaming.com
thorstein4319d ago (Edited 4319d ago )

This is really a really good article because you have quotes from the DEVELOPERS and not the publishers. That is huge!

Let the Devs determine the release dates. Let me let you in on a little secret: there are rarely ever delays. The developers know when a project can realistically be done. Publishers publish release dates before the game is finished in order to build hype.

If publishers listened to the devs, team Bondi might still be together.

chaos-SD4318d ago

Thanks thorstein, this is a topic I've been thinking about for some time. Kinda near and dear to me.

I kind of had a theory about your info, it's the business men who tend to push things as opposed to the artists.

LAWSON724318d ago (Edited 4318d ago )

Organization and having a set date are very important when it comes to completing a project. Sure at times the requirements and conditions could be strict, but that does not mean these are bad things. Publishers should just be more lenient with the set goals. People need to set themselves deadlines especially multiple throughout development of a product or they may lose track of time or work on a very loose schedule. As a publisher paying these people to work over a period of time that is not a fair deal.

Simply put publishers should be more fair with deadlines but to actually set none is a risk in their investment. Sure the product could be great but the publisher wants the money they invested back and then some as soon as possible. Sometimes they realize it maybe best to set the date back to guarantee a quality product which is effective in the long run or get the cash and run on a hopeless product in a development hell.

chaos-SD4318d ago (Edited 4318d ago )

Editted...whoops...

Guy1054318d ago

I like it when some games slip, especially ones I wasn't gonna have the money for.

chaos-SD4318d ago

There was a similar kind of idea being talked about among the staff today, especially for titles in October.

tweet754318d ago

i think games should come out shortly after they are announced. Make sure development of games is comeplete before announcing the games. Imagine people being able to get all the big games at e3 right after e3 is over.

40°

TLOU Part 3 Story May Explore Congregation Of Immune People;Part 2 Initially Had Dynamic Time Of Day

The story in part 3 of Sony Interactive Entertainment and Naughty Dog's The Last of Us series may explore a "congregation of immune people."

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twistedvoxel.com
DivineHand12531d ago

Part 3? I thought Niel Druckmann said there will be no part 3.

50°

Ex-Naughty Dog Dev: Big Studios Are 'Forced' to Hire Like Factories

Former Naughty Dog artist Gabriel Betancourt explains why the "sweet spot" for game teams is under 200 people and how AAA "factories" kill creativity.

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powerupgaming.co.uk
32d ago
phongtro123_com32d ago

There’s definitely some truth to this. When teams get too large, coordination starts to outweigh creativity—layers of approval, risk aversion, and tight deadlines can turn bold ideas into “safe” ones. Keeping a team under ~200 people sounds ideal for maintaining clear communication and a shared vision. That said, massive AAA projects also come with huge technical demands and expectations, so scaling up isn’t always avoidable. The real challenge is figuring out how to keep that small-team creativity alive inside big studio structures.

DarXyde32d ago

More than that, it's logistically untenable. Inevitably, when teams get too large, how do you keep tabs on accountability? I suspect this massive team size is a consequence of the perfectionism streak Naughty Dog has.

I wish we could have so many people working on something and it turns out great because I'm all for collaboration in spirit - the problem is too many people as part of the larger team and smaller units. Suppose for example that you have too many people in the art department; you will very often come up against fiercely competing visions for how things should look. That competitive vision will cause friction between team members, team doesn't work as a unit, the back and forth can further delay parts that the other departments are waiting for, etc etc.

A 200-person team says, to me, that we need to scale back game development. Even if it means we go back to PS2 era costs and scale, why not? Those games are still great fun, the budgets were in check, and you could literally break the 200-man team into like 10 20-man teams working on different projects.

30°

The Last of Us Part I PS5 Review: A Definitive, Pricey Remake

The Last of Us Part I PS5 review covering visuals, combat feel, accessibility, performance modes, and whether it is really worth the asking price of $69.99.

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spawningpoint.com