Zehn - Vhex said:
What"s the cost? What about the job system takes so much time that it forces you to give up on a major feature. Anyways, supposed to be paying attention to the raid so I"m gonna alt-tab back in.
There is a cost, to everything. Unless the job system is a core system feature there is a definitive cost to it.
It was one of the early lessons I had to be taught, there is a cost to everything. One of the key components of pre-production was in defining the parameters around "cost" in time and money, literally, to make the game.
At the end of pre-production your tools are done, or very close, and there is a metric ton of "stuff" done, that allows you to literally sit down, pull out a calculator, do the math, and know when you will be done making the game.
You create enough "stuff" so that to green light into development you have enough in the way of tools that you can compute the man hours needed to get to completion. A zone, completely finished and game ready, takes x months. You need x zones at launch, x times y = completion date.
There"s a ton that is going on in addition to this, but on a very good team with exceptional tools I never realized that it does come down to simple math.
Again there are a lot of assumptions there, first and foremost that your game is kick ass fun, and unique, different and all the things it needs to be to get hundreds of thousands, to millions of players wanting to play.
That math plus a legitimate time allotment to pre-launch testing = a whole lot more time and money than I ever thought