Busy day so I'll only tackle the next five questions. Keep 'em coming! I'm really enjoying seeing what people have on their minds and I hope you're all enjoying the thread too.
As far as design goes, some things just aren't feasible from a tech standpoint and get cut. Some things just aren't as fun as they originally sounded and get cut. Some things just can't be crammed into the game within the schedule and, yes, get cut. It's the harsh reality and we do what we can to mitigate it.
I can't really throw a number at your question. It would be unfounded nonsense to do so and, with my luck, would wind up being quoted somewhere it shouldn't.
I suppose all I can really say is that a project that's well managed, well scheduled, and supported with solid tools is going to see a minimal loss from concept to release. The poorer any of those elements become, the greater the gap you're going to see.
I honestly can't answer that. Given that triple-A titles take so long to develop, there's never appeared to be any surplus of time or manpower to warrant my pitching of a new idea. We already had plenty in the wings when I came on board in the first place so I've never asked about it. From what I've heard, it basically boils down to making a pitch document/proposal and finding the time to get it pitched to our higher-ups to see if they bite. Beyond that, I couldn't say.Kalabrikan said:What's the process you have to go through to get ideas for games considered in your company?
I've done work on Jade Empire, Dragon Age, Mass Effect, and Star Wars: The Old Republic.DazZ. said:What have you worked on?
*whistle* That's a rough one. I'll go ahead and say that no game is ever as good at release as it had the potential to be during development. I'm not saying anything against the people that develop them and I'm not saying that we're trying to screw the audience over. I'm simply saying two things: as far as concept art goes, there aren't enough real-time rendering polys in the world to match what those guys can put on paper sometimes. Models just can't look quite as good as concept at this point but it's getting a lot closer. Good concept artists tend to concept with the limitations in mind as well, which helps a lot.tlozoot said:Oh, another one if I may be so bold...
From looking at concept art and designs for several games, it has become very apparant that games are often shipped well short of the creative vision originally held for them. About how much would you say a retail release usually has to sacrifice of its original vision in order to abide by time, budget or staff constraints?
As far as design goes, some things just aren't feasible from a tech standpoint and get cut. Some things just aren't as fun as they originally sounded and get cut. Some things just can't be crammed into the game within the schedule and, yes, get cut. It's the harsh reality and we do what we can to mitigate it.
I can't really throw a number at your question. It would be unfounded nonsense to do so and, with my luck, would wind up being quoted somewhere it shouldn't.
I do a lot of work in engine-specific scripting languages, but I'm not a code monkey. My directive usually boils down to "this is the objective to meet." I'm free to meet it as I see fit, within reason. I get a lot of creative freedom in polishing, tweaking, and crafting the experience at the actual gameplay level. I may not ever be changing the writing or overall goal, but I have a lot of control over how it plays out. Naturally, you still go through a lot of peer review and that will influence the end result, but I don't feel like I'm being told to "do this exactly as I say."Quaxar said:Are you a <url=http://www.youtube.com/watch?v=v4Wy7gRGgeA>code monkey, or do they allow you to be creative?
It's certainly become a monolithic task. What we try to do within a single game has continued to grow in complexity, resulting in more bugs and more time spent debugging. As the hardware improves, we can't help but try to do more. I've been on teams with a couple hundred people and it's staggering to think that we really need all of them to get the job done. I won't say "gone are the days when a small team could bust ass to make a great game" because that would be denouncing the indie game developers, but it's certainly become a lot tougher.AugustFall said:How is it developing games for current gen systems? Is it more of a monolithic task than ever? Is it getting easier as we go?