Proteus214 said:
World of Warcraft took roughly 10 years to make and the game is massive. 12 years worth of development that produces a true 12 years of depth would be amazing.
If you consider all the time since
release, World of Warcraft represents roughly 10 years of active development time. At time of release, the Warcraft franchise was only ten years old.
As far as what justified the development time, I think it simply boils down to the fact that they wanted to make the best game ever made. They changed engines (the actual piece of software responsible for making images appear on the screen and sounds play and so forth) at least
twice (I seem to recall it started in Build, the engine running Duke Nukem 3D, and it certainly shifted at least once before ending up on Unreal Engine 3), they recreated the assets used in the game time and again and often found they did not have the best game around so they kept working.
I think that people seem to have trouble recalling that game technology,
especially in the FPS genre, advanced at a blistering pace. And in the early days of the FPS, it was often the game with the best technology that was played by the most people. The same year Duke launched for example, Id launched Quake and barely a year later online deathmatch was an easy enough proposition for the masses to join in on. Quake 2 included polygon counts more than an order of magnitude higher (along with technical flourishes people don't even think about like the ability for a world object (called a "brush") to rotate). Duke itself was a huge step in technology over the Doom engine in that it allowed for more complex moving spaces, the most primitive basis for scripted sequences and level over level (In doom one could not place a room directly above another room). From there we had Half-Life with it's advances in AI, Unreal's amazingly adept engine, the huge open Spaces of Tribes and all of that was in the span of less than four
years. Trying to be the best at
everything is what torpedoed the project, ultimately.