Comment on Sony's Naughty Dog Studio Orders Employee Overtime on ‘Intergalactic’
RightHandOfIkaros@lemmy.world 21 hours agoIMO, any time a game repeatedly fails to meet deadlines, especially so early on in its development, that usually indicates the game isn’t likely to launch in a healthy state. Either the scope is way too big, or the narrative is receiving major changes and reworks, or the people working on the game just wish they weren’t working on that project and taking longer as a result. This kind of situation is rarely good, and even more rarely ends up with a good launched product.
Cyberpunk 2077, Anthem, Mass Effect Andromeda, Halo Infinite, Duke Nukem Forever, John Romero’s Daikatana (although I personally am a bit charmed by this one despite it being undoubtedly bad), and other games are examples of this. Repeated failure to meet production deadlines, lots of crunch forced on the developers, and all for what? The launch product for all of these games was horrendously bad. Some for technical reasons, some for narrative reasons, and some for both.
When I first saw the trailer for Intergalactic, I had mixed feelings. I liked the intended graphics/art style and retro styled tech, the Porsche was a little weird product placement but fine I guess, but the characters and dialogue I personally found both unappealing. The obvious Snake Plissken rip-off woman the main character talked to (blonde with an eyepatch, I can only assume she is some sort of merc job handler) seemed maybe interesting but then she spoke and the writing lost my interest. Upon learning the game is likely to follow some sort of religious theming, I lost all interest in the game. Its not what I want from a video game. So this was pretty disappointing to learn. But now seeing the game is in such a state doesn’t give me great confidence that the final product will be even decent when it launches.
MurrayL@lemmy.world 20 hours ago
I don’t think that’s necessarily a bad take, but it’s worth pointing out that lots of games miss internal deadlines and waste time ‘spinning their wheels’ but still turn out good or even great. The difference is that you don’t usually hear about it, whereas here some of the team are obviously pissed enough about the crunch that they went to the press.
Crunch is always bad and is an indication of poor project management, but issues with scope or major reworks aren’t always a death knell either.
RightHandOfIkaros@lemmy.world 19 hours ago
Of course there are always exceptions, but I don’t count on news like this to mean that this project will be the exception.
Metroid Prime and Halo 2 both had excessive crunch and both turned out great, obviously. In Metroid Prime’s case, a management change seemed to fix it in the long term. In Halo’s case, Bungie just embraced the suck I guess, since they wtill wanted to make Halo 3.
Regardless, these were exceptions to the rule, and I would never expect a project to be an exception, personally.