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What makes matters worst? The amount of money which goes into these "AAA" titles. If memory serves me, DCUO had nearly a 60 million dollar budget.
I understand not all money goes into development, but with that budget, we could not get scaling? How about layering? DCUO was more about the glamour & voice actors than content.
Regarding company mishaps, the superhero landscape has been an utter mess for over a decade. Yes, that long.
Great article, great topic. I also heard about this on You-tube.
You-tube is a playground for EA, Fallout & Epic games mishaps. Everyday, there is an article describing another major mess up within the gaming realm. What has become of gaming today? What a mess. Stress causalities? That is bad.
In the end, we continuously see that quality content trumps all. Quality content, listening to those who pay is what will ultimately keep them coming back. I never understood why companies shutout the wants of the people who, i don't know, are paying for the product?
As a company, doing what "You" want will get you where? Are you planning on buying millions of copies of game? Then why focus on your wants? Take-care of your workers; ultimately, they are the heart of the product.
Consultant post_id=21568 time=1555240049 user_id=53 said:
I have not played Anthem. But I have a very positive view of Bioware. Still, this article illustrates many of the issues that can come up in game development pretty well. And perhap it also illustrates issues that come up in complex projects of many kinds.
"> ... 1833731964">[Permission to view this media is denied] One of the things that we did before we got going on SoH was to sit down and really decide what we were going to make, and how we were going to do it, and why players would want to play our game. While we've adapted our plan over time in response to community feedback and to changing tech, we're still pretty much on the original course. As we are at about the three-year-mark in development, I think those original plans are still important and are still in place.
I was first drawn in by the pictures/video/proof that a game was being created. Then, while watching the PAX YouTube video, there was an obvious gap between the level of professionalism and organization in the 3 successors. You seemed prepared and rehearsed and had proof of your game. The audience can hear the excitement when you were briefing its features and future. The concept of the game is infinite and genius. Thats why this will be my game.

GladDog post_id=21597 time=1555338184 user_id=235 said:
I did want to mention; The team is very much into making a quality game that will be very pleasing to former CoH players, as well as many, many others. However, making money is also an important consideration. They don't need to make so much that they count money by the barrel, but right now they need enough to pay the guys who cannot afford to work for free, and they need to be able to pay for some assets and specialists. Once the game is released, they need enough to provide a living to the devs. As much as they love this project, they do need to pay the bills. No one is looking to get rich, but there is no reason they should not make a decent living.
Bottom line: If you (and I) want this game to be released as soon as possible, donate to the cause!
Indeed! A profitable venture is by no means a bad thing.
Also don't forget to continue to donate when you can!

Bottom line: If you (and I) want this game to be released as soon as possible, donate to the cause!

There are good people with vision and desire for making games ground into dust by aimless management and oppressive 'corporate' pressure of performance and profit at all costs.
Bioware is an "easy" example. Dragon age. Mass Effect. Jade Empire. KotOR. All franchises I've loved very dearly.
Even Andromeda was, arguably a great game (I havent gotten around to its single player campaign, I was always into the multiplayer), in the end I went back to Mass effect 3s multiplayer because of issues with the lootbox/rewards system of andromeda dragging the fun factor down.
Blizzard (Activision-Blizzard) is the same way now. My wife and I met in World of Warcraft even, but now the game feels like it has no soul.
The people who make the game and have vision do not rise in the company, instead the management and marketing minds rise, and the 'love' of making the game feels lost - and so goes the soul.
In particular stark light is the concept of 'crunch time' that hellish press on their staff and teams for the goal of meeting quarterly deadlines.
Bioware and Blizzard - two titans of creativity swallowed up and chewed apart. Rest well in my memories.
The CoX succession movements (segs, titans, soh, etc) all feel borne for LOVE of an experience sorely gone - to me SoH seems as a standout among them and Ive staked my claim here.
There are also many great independent devolpers out there and all I can hope is that these continue to shine.
Larion Studios, Radical Fish, Mega Crit Games, and of course Heroic Games Corporation

One of the things that we did before we got going on SoH was to sit down and really decide what we were going to make, and how we were going to do it, and why players would want to play our game. While we've adapted our plan over time in response to community feedback and to changing tech, we're still pretty much on the original course. As we are at about the three-year-mark in development, I think those original plans are still important and are still in place.
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