Quote:
Originally posted by Kiste;106121
I have my theory on this. Based on the things Brad said years ago during early developement, they expected to be able to churn out massive amounts of solid content efficiently by
1) having a team of experienced MMO developers
2) making heavy use of middle ware and existing tools (Unreal Engine with its mature content developement tools etc.)

I think it simply didn't work out that way. It prolly took a whole lot longer to make good content than initially planned, there's probably also a lot more hand-tuning and bug-fixing. Maybe the tools they bought with the middle ware didn't work all that well for MMO developement. Maybe the loss of several key developers (Burke and that guy with the Italian name) hampered developement. Maybe it was all of this.

So I guess it boils down to poor planning, unrealistic expectations, insufficient risk management and maybe even a lack of competence in some areas. I've seen this happen far too often with IT projects that were of much smaller scale than the development of a MMO. With a project the size of Vanguard, such errors can have a cascading effect that pretty much screws up everything and sometimes you don't even notice what's happening before it's too late.




It has been a struggle getting such a large company working together, but we've accomplished that in beta 4 (really before that, but I'd say we've been a more well oiled machine since the beginning of beta 5). It has taken longer than we'd hoped to get content in, but it's going in fast now. I take full responsibility here and it's nobody's fault at Sigil -- the team are working their asses off and being efficient at it now. I can only humbly ask that you guys have some patience and stick with us. We are quashing bugs, getting more content in, tweaking and balancing, etc. The latest patch, while it introduced some issues which we will jump right on, I think was full of content and fixes overall.

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