| quote: Originally posted by Pyaray on 01-29-2001 03:22 AM What I wanted people to understand in that article is that it's not personal. People often assume that the companies are out to get them, and that's simply not the case. |
Why can't I banish the image of Marlon Brando mumbling "Nothing personal, it's just business"?
Thanks for your candor, Pyaray. Decisions will always be made based on money, but I hope someday we see a company that puts a high value on customer goodwill. Maintaining software, fixing bugs and adding new features is an expensive proposition. But surely there are ways to make money from ongoing fan devotion to a game: expansion packs, scenarios, new artwork, multiplayer leagues, single-player contests, strategy guides.
The problem really is the fact that it's a "creative" job, the game is never (and I do mean never) the game that you invisioned it would be when you first start to create it. Changes get made to the design along the way, or you find out you can't do something the way you wanted, or you quite simply can't make something work. In addition to this, everything always takes longer than you estimate it will. Obviously we plan for problems when setting up the schedule, but even the best laid plans have flaws in them. You just can't predict every problem you will have from the beginning. And reading about a game in a design document isn't even remotely close to playing that same game. So you can't really predict ahead of time whether it will be fun when you get to the end.
plus why should i have to add two patches and mods to get any enjoyment out of it.
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