It blows me away how bad everyone is at their jobs. Imagine spending all day working on something and then you just make it garbage.
It blows me away how bad everyone is at their jobs. Imagine spending all day working on something and then you just make it garbage.
It sounds like classic mismanagement. Some artists making this being told that there will be some automatic culling or LOD system so to go wild - it won’t affect the end result; and the system not being ready or being cut by another part of the organisation without the artists ever knowing about it.
I’m sure there were vocal developers who understood the problems and advocated for fixing - but a decision was made to release anyway; I can’t even say wrongly, because games being half-finished on release and polished later is not at all unusual nowadays even for flagship titles; and they do have a track record of supporting their titles for a long time.
I can well imagine a reasonable decision to get money coming in now for the cost of a couple of months of low level complaints that nobody will remember in a year.
It sucks, but I am willing to bet it’s not laziness or people being bad at their jobs.
It is easily achievable from bad/misaligned incentives, poor leadership, no product vision and probably a dozen other organisation problems which make decent workers working on stuff that actively makes the end product worse. Think Boeing 737 Max.
This all could easily stem from a couple of key people leaving and chaos breaking loose, or from extreme time pressure by the publishers.
Says who?
In contrast, an AA developer would work with publishers like Annapurna Interactive, Devolver Digital or Team 17, while a III game would have a much smaller scope - like The Witness, The Stanley Parable, or Hellblade: Senua’s Sacrifice. It is clear that Colossal Order doesn’t work with a small publisher or make games of indie scope.
If you were just sealioning, don’t do that please.
And what is 'sealioning'?