this post was submitted on 18 Nov 2023
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[–] doggle@lemmy.dbzer0.com 16 points 11 months ago (2 children)

Yeah, but there's only so much delays can fix. Sometimes suck is sticky.

[–] hakunawazo@lemmy.world 11 points 11 months ago (2 children)
[–] setsneedtofeed@lemmy.world 3 points 11 months ago

Perhaps. I suppose saying: “Delaying a game which is making coherent progress is better than forcing devs to cut their work short.” is a much less catchy quote.

Duke Nukem Forever suffered both from not giving the appropriate development time to a single workflow, and from the related problem of upper manglement constantly demanding changing the game so much it was like starting over again and again.

The leaked 2001 Duke Nukem build is promising. If the devs had been supported in focusing on that rather than constantly retooling the game to chase trends, it may have at least been decent.

[–] PersnickityPenguin@lemm.ee 1 points 11 months ago (1 children)
[–] setsneedtofeed@lemmy.world 1 points 11 months ago

If only there had been a 20% higher cocaine budget for John Romero.

[–] setsneedtofeed@lemmy.world 1 points 11 months ago

It can also be difficult to determine when a game has had enough development time. Pretty much every game considered good or great has had some content cut for development time reasons. At the end of the day, somebody does have to be the person who reigns in the excess.

Sometimes cut content would have been better if left in, sometimes cutting it was clearly a good choice.

And then there’s the simple reality that a studio that delays too much risks going under, which kills that game and all future games by them, so when is good enough good enough to ship a game?