The act of release - what can (or should) a team deliver and in what quality? Is the term "finished" really like a swamp in game industry?
This is a question I tried to wrap my head around - with not much success.
I understand that game development is a wite elephant (no racism intended) among the industries because it's selling something virtual. I also understand that financing is an issue and developers have to manage to get some decent funds to be able to take on a project. Even crowd funding is a wonderful way to do that because it already implies a good and reliable sort of feedback.
However what I can not really understand that why customers let the developers not delivering the qualities. Why is it possible to let the quality standards of the game development drop seriously one project after the other and use some previous incompetence as an excuse to back up a current one? Where is the responsibility of the developers?
I'm not surpirsed because just here with ED I saw a massive playerbase who don't mind what they get on release. They don't care if they read some professional analitics and fundamental reviews pointing out the clear bottleneck of why the vision is not even possible to be delivered so waiting and hoping ("trusting") is just pretty pointless (apart from the peace of mind of course but that has no relation to the facts).
I would separate game development from software develoment because utility softwares have to provide exactly the same quality they are aiming otherwise it's just useless all in one. There1s no room for error in using databases, account manager softwares, etc. That's business and nobody tolerates undelivered and buggy visions.
I would like to see the game industry to get the responsibility and quality back like in every other industries. But that won't happen if the baseline of the overall reception of a RELEASED game is contaminated by the act of cooperating with the failures and converting them to excuses. That is a feedback which makes the quality of game development falling. In five years most of us will have to be happy with anything moving on a screen and called a game. And even then there'll be players satisfied and sending me away to play something else. Or use my imagination. Or whatever...
It's not beneficial for any of us however some of us are not aware of this.
What do you think? How do you imagine the future of game development? Is there an "ideal" way in which certain returning disappointment could be avoided?
This is a question I tried to wrap my head around - with not much success.
I understand that game development is a wite elephant (no racism intended) among the industries because it's selling something virtual. I also understand that financing is an issue and developers have to manage to get some decent funds to be able to take on a project. Even crowd funding is a wonderful way to do that because it already implies a good and reliable sort of feedback.
However what I can not really understand that why customers let the developers not delivering the qualities. Why is it possible to let the quality standards of the game development drop seriously one project after the other and use some previous incompetence as an excuse to back up a current one? Where is the responsibility of the developers?
I'm not surpirsed because just here with ED I saw a massive playerbase who don't mind what they get on release. They don't care if they read some professional analitics and fundamental reviews pointing out the clear bottleneck of why the vision is not even possible to be delivered so waiting and hoping ("trusting") is just pretty pointless (apart from the peace of mind of course but that has no relation to the facts).
I would separate game development from software develoment because utility softwares have to provide exactly the same quality they are aiming otherwise it's just useless all in one. There1s no room for error in using databases, account manager softwares, etc. That's business and nobody tolerates undelivered and buggy visions.
I would like to see the game industry to get the responsibility and quality back like in every other industries. But that won't happen if the baseline of the overall reception of a RELEASED game is contaminated by the act of cooperating with the failures and converting them to excuses. That is a feedback which makes the quality of game development falling. In five years most of us will have to be happy with anything moving on a screen and called a game. And even then there'll be players satisfied and sending me away to play something else. Or use my imagination. Or whatever...
It's not beneficial for any of us however some of us are not aware of this.
What do you think? How do you imagine the future of game development? Is there an "ideal" way in which certain returning disappointment could be avoided?