Wasteland 2 delayed as predicted.
This officialy version of it.
http://www.rockpapershotgun.com/2013/07/20/times-a-wasteland-wasteland-2-delayed/
“One of the unique aspects to our crowd funding campaign is that we greatly overfunded which is wonderful in allowing us to create a larger experience, one that is in fact quite epic in size. Of course there is an inherent struggle with the original date hovering despite our greatly increased budget and design… A feature complete playable is about 6 weeks behind where I had wanted it to be but I can’t be too surprised considering the increased scope. We have been able to accomplish so much in so little time by our experience, fantastic team and tools.”
“Once the beta testing begins in October and once we have enough feedback from testing, we can evaluate where we’re at and set a new release date. By that stage, over ten thousand of our backers will have gotten to play the game with us. In the end, quality comes before everything and fortunately the backers have been in line with us to make sure we get it right.”
Once the beta testing begins in October and once we have enough feedback from testing, we can evaluate where we’re at and set a new release date.
except for the fact that the beta-testing can take up to three months, probably development work will be increased of six months on the continuation of the banquet. Maybe another three. In any case lenght of development process increase on half of year as minimum, and maximum on another year.
On the moment of start testing (October) Wasteland 2 will be in development 20,5 months. Almost 2 years. In all of this time team can't find time on good design of content? Find the Art Style of game? And of course after all of this W2 been delayed, and of course after all of this we can see only few screens. And on final point i stay this quote:
we can evaluate where we’re
Well...
for "evaluate where we’re" team which made "so much in so little time by our experience"... Yep. You know what i really want to say for You and for developers? Better than say words about "so much in so little time by our experience"... better just do this "better" without just a words. Deeds. Deeds speaking.
Shadowrun Returns - this is who really deeds make "so much in so little time by our experience". Really "so much" in "so little time". Here i can't see it. Can't.
I can compare W2 and SR, because in a time less than have Wasteland 2 developers have done a lot more. I can prepare the information if you want. And this information is not in favor of the Wasteland 2.
If you look at chronological dates of Fallout game series you can see that between Fallout 2 and Fallout Tactics: Brotherhood of Steel we have a length between two dates of releases September 30, 1998 and March 15, 2001. This is a 18 months of development.
In Fallout Tactics: BOS we can see:
- Art style
- Lot of levels with design
- Lot of models for creation of tiles
- Good working interface
- Movies between missions
- Animation, sfx, additional stuff
http://www.gamespot.com/fallout-tactics-brotherhood-of-steel/images/?page=5
If you look on screens of FT:BOS which was added on
www.gamespot.com in Sep 5, 2000 (7 months before previous release after 11 months of development!) you can see levels, characters in good design and looks well interface. Give me answer please, how it's happen? Because developers working on many aspects of game. From the starting of game.
And you must know that game development process have a pre-production stage (where project prepared to development), have a polishing stage just before release. What's i mean? Real development process (real development time) somewhat less, than this dates between releases of two games which was made by one developer.
Draw your own conclusions. In present times process of development more faster than in 1999-2001 year. Designers have a lot of specific stuff and tools to increase speed of modeling and texturing. Game development industry turned into more bigger, wisdom, and experienced industry.
InXile have a crowd sourcing. InXile more experience than MicroForte in past years, because inXile have a mature and skilled developer with a game world name like a Brian Fargo, With experienced crew and few skilled guys with a shot-names.
Maybe the progress of development, should have been more obvious and more effective?
We have been able to accomplish so much in so little time by our experience
Common guys. Where all of this "so much"? Here speaking about untouch'ble things, because things that we can touch looks raw in many things (image work). You can see self.
If i in example can made better object stuff and level stuff in two or three weeks (with a more limited tools) how i can believe that in 20 months team of incredible professionals with a huge work experience and with good tools can't produce something amazing? Don't tell me about my boring promo-advertising company. Give me answers, please, except quotes of this polite words. Maybe i wrong. Maybe i'm think in wrong direction. Help me find switch and turn on the light. Help me clearing my mind.