DarkSign
Erudite
Fixed and done.
Yes.angler said:Is kathode really a bethesda developer? No offense, I'm just wondering.
At the extreme ends of the analysis, money can certainly help. Give an indie group a big check and it will certainly improve things. Unfortunately the reality after a point is that there's a little thing called Diminishing Returns (good wikipedia entry too). If I could throw 200 people at a single product and somehow have that equate to being able to produce any feature you dreamed up, I would do that in a heartbeat. Unfortunately, EA stands to show that that thinking doesn't always work. More features by definition create more places for things to break, creating more risk. And adding more people doesn't completely mitigate that risk because unfortunately the reality of the matter is that in software development, unrelated systems are perfectly capable of breaking each other.DarkSign said:Your mistake in this analysis is that we didnt say money fixed problems, we said that it produced more products. But while you're at it, more money would pay for either a higher level of Q&A or more testers. If you deny that, you'd have to have as your fundamental premise that your Q&A workers cant do their job. Merely using the fact that games have bugs doesnt prove that money doesnt produce more product.
This is such a spurious analogy that I shouldn't even respond. For one you are assuming the ingredients are the same and that you have enough of them. You are producing a larger quantity of identical product. You are hiring people who immediately know how to use pots and pans and how to make tomato soup - you apparently don't have to train them on how you run your kitchen and how your codebase is structured. Oops, I mean, um... well i guess your particular recipe. I don't know.Now let's throw an argument your way. Lets say you have one pot of simple tomato soup to be cooked. Of course paying 5 chefs to make that one pot would be overkill. The extra money wouldnt yield any results...but only if you assume that you only want one pot!
That the player will be entertained with Oblivion is the least of my worries. We have trees and soil erosion after all I will always value polish over quantity of features. Always.Player entertainment is important so I might see fudging for something that would entertain more than eeking out 5% better gameplay.
It's ok. From where I'm sitting, 90% of the accounts on here are gimmick accountsHmm... he kind of seems like a gimmick account to me. No offense, of course, if he really is Gavin.
kathode said:From where I'm sitting, 90% of the accounts on here are gimmick accounts
Well, we weren't talking about releasing Oblivion faster, we are talking about having more features, and nine women can deliver 9 babies as of opposite to one woman and 8 nurses, no?kathode said:My counter analogy would be that I can't take nine women and have a baby in a month. I'm fond of that one
I meant that I would like a raise The original interview transcriber saw fit to remove my from after that sentence, for some reason.angler said:Then what did you mean when you said that you would have like to have given the morrowind team alot more money? I thought more money didn't work?
I agree. However, I see no direct evidence that money solved any particular Sims developement problem. Maxis had a history of great games and I'm not shocked they continued it. I do know they took some of that cash that you say EA showers them with and made Sims Online, so there's that.It all comes down to good ideas.
None of those things are simple or quick. My point is that adding those things increases risk, and adding people does not completely mitigate that risk. Diminishing returns is a real principle. The key is finding where it starts to kick in. I say one place, you want to claim another way far ahead of mine. Either way, I know we are taking tons of risk on, and I have no problem telling you I think it will be great.So, are you telling me that if you had more people you still wouldn't have been able to insert the Nine Divines guild, crossbows, thrown weapons, mounted combat, or anything else?
I would hope most game developers would be confident in their products. I don't see anything wrong with that. It's a lot of fun to play.That's nice to hear from a fucking game developer.
Exact same issues as the tomato soup example. Your analogy replicates a process exactly to deliver an identical product, which unfortunately isn't applicable to feature development. There is no way we can be sure that the same effort required for one feature will get feature 2 finished. We can make reasonable guesses, but it is far from an exact science yet.Well, we weren't talking about releasing Oblivion faster, we are talking about having more features, and nine women can deliver 9 babies as of opposite to one woman and 8 nurses, no?
The point at which the law begins to operate is difficult to ascertain, as it varies with improved production technique and other factors
A long time! Consider: What was a horse in Daggerfall? It was a 2-d image of a horse head slapped on the screen, and some clip-clop sounds (and it ran over water, which was awesome). If I could slap a 2-d graphic on the screen and call it a feature then Oblivion would have more features than all the other Elder Scrolls games put together! The bar is a little higher these days.I do have another question: how long will it take Bethesda to match the skills and options present in the decade-old Daggerfall?
Yup. Polish > quantity. I love our forests. I think they provide tremendous gameplay spaces, great atmosphere, and really help out with.... with... wait for it!.... wait for it!So you opted for uber-realistic forests instead of just really-good forests
No way, that is one heck of an interpretation. I am saying I am confident in it being a fun and entertaining game. I am saying I am confident in the vast majority of players sharing my opinion.You said in that the least of your worries is the player being entertained. The player, the consumer, being entertained by your product means he or she enjoys it and has fun. Therefore, by saying entertainment is the least of your worries you are saying that you're more concerned with getting the thing shipped and the cash in your pocket, right?
It would be a lot more immersive if you put boobs back. And cheaper.kathode said:Yup. Polish > quantity. I love our forests. I think they provide tremendous gameplay spaces, great atmosphere, and really help out with.... with... wait for it!.... wait for it!
IMMERSION! :twisted:
angler said:I was just using it as an example. It's the first thing that came to my mind.
Calm down before you hurt yourself.
kathode said:A long time! Consider: What was a horse in Daggerfall? It was a 2-d image of a horse head slapped on the screen, and some clip-clop sounds (and it ran over water, which was awesome). If I could slap a 2-d graphic on the screen and call it a feature then Oblivion would have more features than all the other Elder Scrolls games put together! The bar is a little higher these days.I do have another question: how long will it take Bethesda to match the skills and options present in the decade-old Daggerfall?
Right. So you admit that you sacrifice basic role-playing mechanics for graphics.
Well, he didn't quote the right part.Tintin said:Right. So you admit that you sacrifice basic role-playing mechanics for graphics.
What are you talking about? He never said anything like that.