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"Gamecode"
Saw that. Looks to me like a random label for 'all sorts of stuff we know needs doing, but don't actually want to admit to'. Or just a random label to impress the less knowledgeable citizens. Not something any serious developer would put on an internal schedule.
Unless you ONLY mean WC games but MOST older games i would say a lot of them had GREAT storylines and I would love remakes of them.
Wing Commander games were good, Privateer was better. Gameplay in WC3-4 was actually WORSE mainly since they decided to remove cockpits and have the floating HUD instead. It no longer felt like flying a ship.
Quality will always be our number one goal. We set out on this journey by looking at the gaming landscape and asking: can we do better? We continue to ask that question about everything we do. As a result, we will ALWAYS extend timelines or re-do features and content if we do not feel they are up to our standards. The freedom to fight for a new level of quality in game development is what crowd funding has allowed us, and we will continue to fight to make sure Star Citizen is the best possible game it can be.
Wow.Quality will always be our number one goal. We set out on this journey by looking at the gaming landscape and asking: can we do better? We continue to ask that question about everything we do. As a result, we will ALWAYS extend timelines or re-do features and content if we do not feel they are up to our standards. The freedom to fight for a new level of quality in game development is what crowd funding has allowed us, and we will continue to fight to make sure Star Citizen is the best possible game it can be.
Internal schedules, the ones you will now be privy to, tend to have aggressive dates to help the team focus and scope their tasks
Ouch! Do i not like that! That is not how we do it. We set as realistic dates as possible, which is a near impossibility but on average it means that some tasks are overestimates while some are underestimated meaning delivery dates are usually fairly realsitic. It doesn't help the team focus, it puts unrealsitic expectations on them and adds unecessary levels of stress.
Ouch! Do i not like that! That is not how we do it. We set as realistic dates as possible, which is a near impossibility but on average it means that some tasks are overestimates while some are underestimated meaning delivery dates are usually fairly realsitic. It doesn't help the team focus, it puts unrealsitic expectations on them and adds unecessary levels of stress.
The problem is they haven't released a single thing so far which they can (or will) point to and say "this is finished to the standard we are aiming for". Partly because everything they've released so far is just different shades of bad, but also because they absolutely don't want to draw that line and have people be disappointed with the "finished" product. Even CIG knows that's the inevitable conclusion.
But the kicker is when it says "we will ALWAYS ... re-do features and content if we do not feel they are up to our standards". Because if they're redoing things, it means they failed to get it right the first time. Or the second, or third in some cases. If absolutely nothing has been finished to their standards after all this time then there's no evidence they're even capable of getting it right. Never mind how they're already chasing their own tail as more and more other games appear which set the bar that bit higher.
Still, "we will continue to fight to make sure Star Citizen is the best possible game it can be" isn't really saying much. Maybe 2.6.1 is the best SC can possibly be, in the circumstances.
It doesn't help the team focus, it puts unrealsitic expectations on them and adds unecessary levels of stress.
To be honest in the project management component of the industry where my professional background comes from we set internal team targets on a more aggressive timeline than would be the expected mean or expected median, after all we aim to be best in class and time = cost. But we always keep them realistic. Challenging but realistic.
Having said that, especially for the most complex projects with a lot of uncertainties and dependencies we use probabilistic analysis in the creation of such schedules, using past projects (or past tasks within a same project) benchmark times including some elements of contingency. We learn from the past.
This in turn generates probability curves that show the different range of possible outcomes for the total duration of a given task, or the overall project. We then use those curves for target setting and discussions with different stakeholders. I would not expect the software industry related project management discipline be too dissimilar.
For example we would use somewhere between the P30 to P50 times (i.e 30% or 50% chance that the actual final time be equal or less than that P30 or P50) for our own team goals, bonuses, etc. We would use somewhere between P50 to P75 for approving viability of projects internally. And then we would use P75 to P90 or so to discuss with external stakeholders, authorities, stock market, lenders etc.
But CIG is not doing project management, and it does not want to (or can´t) use past learnings... 6 years of them. They are simply (and most likely knowingly) failing consistently to meet any and all of the timelines they put out there (i.e. they are using an extremely low PX in their announcements, very close to P0). CIG is simply looking at the most efficient dates in terms of marketing, news cycle and imminency related hype to maximize pledges. And then see what they can do to deliver "some content" in that time frame.
I'm a professional PM myself, and you're right, it's just a pile of mumbo jumbo buzz words they use. We do set very tight targets and the top management always push to get stuff done faster.
Our job is to be realistic, to protect the team involved and to make sure safety is not at risk.