Good read.
Troika had 11 credited programmers working on Bloodlines at one time or an other so there are really no excuses for the bugs. You could forgive them if Bloodlines was their first project and they were perhaps caught unawares by Activisions turn of face reguarding getting it out of the door, but Bloodlines was their third game after Arcanum and TOEE so I have no idea what they were on. They should have known what to expect from their publisher. Either they simply didn't have the experience in their programming team (something that should have been remedied after Arcanum) or they didn't have enough programmers actually active on the project during the crunch, something that comes down to bad management.
I think maybe it comes down to that "the three" while great game designers and makers probably didn't have the ability to run a company and make games at the same time, therefore there were a multitude of errors with concern to management of resources.
Troika had 11 credited programmers working on Bloodlines at one time or an other so there are really no excuses for the bugs. You could forgive them if Bloodlines was their first project and they were perhaps caught unawares by Activisions turn of face reguarding getting it out of the door, but Bloodlines was their third game after Arcanum and TOEE so I have no idea what they were on. They should have known what to expect from their publisher. Either they simply didn't have the experience in their programming team (something that should have been remedied after Arcanum) or they didn't have enough programmers actually active on the project during the crunch, something that comes down to bad management.
I think maybe it comes down to that "the three" while great game designers and makers probably didn't have the ability to run a company and make games at the same time, therefore there were a multitude of errors with concern to management of resources.