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Larian Studios - Crunch Time Thoughts
Swen has a new blog update with various thoughts on the last two months, and the future of his company. Just a warning it's a wall of text but worth the read.
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More information. |
Nice to hear they are slowing it down a bit as the RTS bits did look a bit frenetic in the demos. Don't see why they shouldn't put a pause button in the single player campaign as long as the challenge isn't totally reliant on speedy reactions.
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Interesting read; it gives a real sense of what game devs go through to get a product out, and the self publishing thing makes it that much harder. I really like Larian, both for their games, and their ethos.
I recently finished a project I've been working on flat out for months (work work, not fun work). It's an internal website with maybe 10 people using it - tiny tiny compared to a computer game, but still left me pretty drained. I just can't imagine the logistics of getting something as massive as this over the line. I never want to make games! One thing these guys need to improve is the names of their games - they're embarrassingly bad! |
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The games take place in the Divine Divinity setting hence the naming. Don't forget the dragons either they play a part in all the games also. |
Oh man, I really sympathize for these guys having to work this hard.
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Really, though, that's just nuts. Has anyone actually done any studies to see if these crunch times even result in more useful work being done? |
Without even finishing reading the "wall of text," I felt like posting that I am once again impressed by the quality of Swen's blogs. It's so great to have thoughtful and insightful info re Larian's development (and now publishing). Never a chore to read, either. :)
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crunch time sucks, I could never think clearly. I end up spending most of my time backtracking to fix mistakes that I made because I was tripping over myself to get something done.
oh god now I really hope Dragon Commander doesnt suck… I really hope it's playable… I hope this guys isnt sounding the warning that we should expect a train wreck… edit- that comment was made before I saw this thread. My fears have been eased, this game is gonna rock! |
The best thing against going into crunch time mode at the end of projects is:
Use agile software developments methods and cooperate/test with your customer early. I do this myself for a couple of years now and my customers (and I) are almost relaxed at release date, because they know through the regular prototypes the exact state of the final product. |
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http://www.salon.com/2012/03/14/brin…our_work_week/ In my opinion, he's hurting himself and his game trying to work 18 hour days every day. A couple of long days here and there before release, absolutely, but doing it day in and day out is counter-productive. I'm a developer and in crunch time right now too but I always stop when I know my brain is done for the day. I've been doing this a long time now and I know when I've hit the wall. After that I just start making mistakes, writing spaghetti code and eating into tomorrow's productivity. |
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