Talk About Network



Register and Login
Nick
Password
Register create new account Sign up is FREE and you can post replies, new topics, bookmark posts and more!
Recover lost password


Gaming > Development Industry > Re: Biggest gam...
Latest [ Topics | Posts ] Archive Post A New Topic Post a Reply
<< Topic < Post Post 11 of 15 Topic 342 of 425
Post > Topic >>

Re: Biggest game companies

by nathan@[EMAIL PROTECTED] (Nathan Mates) Jan 19, 2006 at 09:42 PM

In article <43a2umF1m70unU1@[EMAIL PROTECTED]
>,
Dirk Bruere at Neopax  <dirk.bruere@[EMAIL PROTECTED]
> wrote:
>What we need is someone who can get into the source code of (say)
>Call of Duty 2, modify the code and then re-release it as an
>upgrade. That's not likely to be someone we employ.

   Seriously, it's not going to be easy to do that at all, in any
case. The last few months of a game's development cycle, all the
serious engineers on the project are paranoid about stability.
[Whether that's 100% of the people on a project varies by team.]
Introducing any new or changed source code is a huge risk to the
game. Supporting any new hardware is an even bigger issue -- you now
have to test everything with, and without, that hardware. So, the
game's QA staff need to have at least a handful of those devices to
test things with. And, there's the costs in time and staff involved to
test everything twice from there on out.

   Also, once a game has reached stores, to use your example of CoD2
above, things get a *LOT* harder. Virtually all of the staff involved
in working on a game move on to the next project; it's usually just a
skeleton crew or people working part time to kick out a
patch. [Subscription-based games like MMORPGs tend to have a larger
and long-term support staff to fix things, but CoD2 isn't on of
those.] Unless there's an overriding *need* to fix something, most
patches won't address things-- remember that QA needs to test all the
additions.

   Frankly, the best way to get support for something in a game is to
(1) make them cheap and plentiful in the developer's offices at least
6 months before ship, or (2) demonstrate a convincing improvement for
using your product with *minimal* risk, and send over large piles of
unmarked small bills. If you go with route #2, then having a large and
useful presence at game development conferences can help, but it's
still not guaranteed. Adding something to a game is a *risk*, to the
developer. The burden of proof rests on you to show that the rewards
are well above the risks.

Nathan Mates
--
<*> Nathan Mates - personal webpage http://www.visi.com/~nathan/
 
# Programmer at Pandemic Studios -- http://www.pandemicstudios.com/
# NOT speaking for Pandemic Studios. "Care not what the neighbors
# think. What are the facts, and to how many decimal places?" -R.A.
Heinlein




 15 Posts in Topic:
Biggest game companies
Dirk Bruere at Neopax <  2006-01-18 15:13:11 
Re: Biggest game companies
"Tom Sloper" &l  2006-01-18 09:28:59 
Re: Biggest game companies
"tsloper" <t  2006-01-18 12:25:51 
Re: Biggest game companies
Dirk Bruere at Neopax <  2006-01-19 00:48:07 
Re: Biggest game companies
"Tom Sloper" &l  2006-01-18 18:02:24 
Re: Biggest game companies
Dirk Bruere at Neopax <  2006-01-19 05:00:12 
Re: Biggest game companies
nathan@[EMAIL PROTECTED]   2006-01-18 20:39:32 
Re: Biggest game companies
Dirk Bruere at Neopax <  2006-01-19 00:48:54 
Re: Biggest game companies
"tsloper" <t  2006-01-19 09:59:49 
Re: Biggest game companies
Dirk Bruere at Neopax <  2006-01-19 18:09:26 
Re: Biggest game companies
nathan@[EMAIL PROTECTED]   2006-01-19 21:42:44 
Re: Biggest game companies
nathan@[EMAIL PROTECTED]   2006-01-20 17:52:57 
Re: Biggest game companies
Dirk Bruere at Neopax <  2006-01-20 18:31:47 
Re: Biggest game companies
"tsloper" <t  2006-01-19 12:07:21 
Re: Biggest game companies
Dirk Bruere at Neopax <  2006-01-19 20:40:41 

Post A Reply:
  Go here to Signup

AddThis Feed Button


About - Advertising - Contact - Frequently Asked Questions - Privacy Policy - Terms of Use - Signup

Contact
tan12V112 Fri Jul 4 23:25:09 CDT 2008.