I'm not sure what standards you have, but if you were a boss of a Game Development Studio, I would tell you were to stick your ideals. First of all, Valve has Steam. This fucking colossal platform both rakes in money for them, and offers a free medium to distribute their goods. There is no other company like them right now and, because hold the lions share of gaming Digital Distribution, will likely remain as such for the foreseeable future. EA struggles to compete with Valve, and bethesda doesn't even have a fraction of the income EA has and also has no Digital platform of their own. It's not feasible for them to adopt Valves "it's ready when it's ready" development mantra as time is money and money is limited for most of the worlds developers, bar valve. I can guarantee you valve never worry about budget and I'm sure Bethesda overshot their budget with Skyrim, especially with that uncharacteristic marketing blitz.TestECull said:You do realise it takes absolutely no programming skill to play a bit, note the dragon is fucking flying backwards, and send a memo to the programmers, right?Ragsnstitches said:You do realise the point that the other bloke was trying desperately to get across to you is that the other developing departments (Animators/Designers/Sound Engineers/Writers/Scripters etc etc) have little to no programming/coding skill and are consequently not qualified to track down and fix bugs and glitches.
Apparently two of you seem to be unable to comprehend how someone without programming skill can easily play a game, write down bugs they encounter, and forward that on to the programmers. You, me, the janitor, anyone with two working eyeballs and at least one functioning hand can playtest, and playtesting is a major, integral part of the bugfixing progress. Programmers need to know where the bugs they need to fix are, and playtesters find those bugs. Playtesters need only be able to A: play the game and B: be literate enough to describe when and where the bug happens. That's it.
You don't need any programming skill at all. Shit's broken? Write down what's broken and what you did when it broke, send note to programmer. Simple.
I absolutely adore Valve's model. They release the game when it's damn well ready. They never set release dates, and they're not afraid at all to delay the game as long as they need to make sure it fucking works when it launches. They are unique in the industry, no other dev does this. Some devs ship with huge gamebreakers in, most only delay it if it sets the system on fire or something. ON TOP OF THAT they don't rip you off with Day 1 DLC, or hell any DLC as they release it for free or don't release it at all, and they don't charge 60 bucks for rehash shit.
Devs should adopt their models, and if the publishers don't like it they can STFU. Valve makes billions with this model, it clearly works, and it has cemented their position as a god amongst men as far as reputation with their customers goes.
Your concept on how to run a business is very childish. It doesn't matter how "simple" the job is, the people who work in those places do so as a CAREER. They did not educate themselves in the ways of Animation/Graphic Design/Audio Manipulation etc. to be FORCED into QA. Their Job is fixed, anything they do beyond that is basically charity (to you, the ungrateful gamer).
If I spend years of my life training myself to be a specific kind of contributor to these projects, I would not like to be pigeon-holed into the lowest field of entry, just because a vocal minority has a hissy fit on the internet.
Should developers have a larger QA team? Maybe. It depends on the game.
After 300 hours on Skyrim *since release, I have never encountered any of the Dragon related bugs though they are fixed now. I hit a sound loop bug at around 120 hours and I started noticing lag issues at around 170. A friend of mine hasn't hit one snag at all in his 120 hours of play. Most of the people I know who have it have not encountered anything beyond the occasional crash. 1 of them hit the civil war bug, but he just reloaded an earlier save and didn't encounter it again.
As far as I'm concerned Skyrim was functional, with only mild hiccups. I have seen much worse.
They are all fixed now anyway, or at least I have not encountered any of them since.
Roughly 700 man hours in and we had only encountered 3 to 5 game stalling issues. That's a lot of potential hours wasted by staff (who would be dreadfully over-qualified for that job) with little to show for it (so no incentive to the Money handlers). It is far more efficient to just release it into the wild as polished as they can get it at a deadline and let the diligent communities report bugs and glitches on mass (thousands of hours a day at no cost) and have a crack team of bug squashers working in parallel. It's worked for nearly 2 decades now and in todays world we have straight to our drive patches, rather then picking up a freeware CD in some Gaming Magazine.
And in a desperate attempt to drag your rant back on topic. Aside from offering the developers and animators work that fits their criteria, pre-launch DLC production offers a far more quantifiable level of production then converting the entire development team into QA. It's also a boon for the gamers themselves, as this means new content sooner rather then later.