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Re: SWG and the lack of consistency

Like I've said... they had a dev team full of talkers and no one around doing the dirty work of making the game "consistent" as you would put it. But still blame can't be placed on the shoulders of one person, but the team let SWG down. What caused that could be a couple things.

1. Just plain bad design. Dreaming too big and forgetting all these dreams have to somehow make it into the game. Thats why John Carmack and John Romaro worked so great together at ID... Romaro could talk all day and hype something up, but it was Carmack who was the brains of the code. It just didn't last though, but designers are easier replaced than good coders.

2. Business and management pushing too hard on the team causing the team to just accept the way things are and move on. When I started SWG beta we did one thing at a time. Character creation tests, log in tests, chat system tests, NPC tests, and on and on until we had a game. But come late beta combat was just thrown in and everyone was like "WTF you mean you are releasing this like this?" We spent 3 weeks getting chat bubbles to look right and combat is getting a five day stint... and PvP only enabled for a brief few hours?

So dev team or management? Got me, but I can point to other SOE products and see the same patterns. So I look at the people that influence all of the teams and say there is definately not something right in tinsel town.

I won't call anyone out because the failure is above that. Its not one person, but its a lack of something in SOE that stinks up their games.

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