In the past ten years of gaming I’ve noticed a significant amount of something overly vague as “Winter (and whatever the year is)”, and not to mention the irritating “To Be Announced”.
Code Monkey? :D
It seemed appropriate and any excuse is good to include Code Monkey everywhere xD
Code Monkey is funny. So is this piece. Anyway, I for one am more concerned with quality than release dates. Sure, I freaking HATE delays, but typically they are for good reason. It is difficult to look at any massive project and perfectly calculate the exact time of completion. So... yes, the “All release dates subject to whimsy” would be accurate and funny.
The only one ? Then how come comics are often as late ? how come it's the same for manga series ? Album and movies release dates or even production schedules constantly pushed back ? The entertainement mediums as a whole , are often late .
Video games are titanic, multi-million dollar projects -- putting a hard deadline on them, long before they were ready, would be foolhardy, and a gigantic waste of marketing money. We're talking 200+ man-years here, in every major game. Most console game engines consist from 0.75 to 1.5 million lines of code, and that's not inclusive of the middleware SDKs they use. That's approximately the amount of text in 100 300-page novels, and it all has to be logically correct to solve tens of thousands of different problems, 30 times per second, every second. As far as translating a game goes -- that's a different story, but its still subject to scheduling time with loads of different people... translators, voice actors, and then getting it approved via other nations ratings boards, and the quality assurance teams of the publisher and console manufacturer. THEN, you have to schedule time at a disc manufacturing plant -- which you don't dare do too far in advance, because if you miss the date, by even a day, you just wasted a *truckload* of money. These places don't like to sit idle, and if you miss a day... you gotta get in line again. Probably best not to schedule time until you know exactly the time you're gonna be ready, and hence, probably best not to tell your future consumers you'll be ready, before you actually know. No deadline in video games. LoL. That's about the furthest from the truth you could possibly get, with a statement about the video game industry. Since the article author mentions that he worked at a grocery store, there's a good analogy there. Imagine having a scheduled time to finish, measured in seconds, for every person coming through your line, if you're a cashier. Ponder the zillion things that can go wrong, to cause this estimation to be off... grandma forgets her prunes, and sends johnny off to get them, some package has a tear in it... uh oh, can't buy that one, customer says "that was on sale!", or you ring up an item twice on accident, some item has a worn UPC code, ... so on and so on... and then ask yourself "would that kind of rigid scheduling work?"
true , dont also forget the part about said deadline often not estimated and set by you , but by your boss the publisher
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