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Old 03-24-10, 10:40 AM   #10
Bilge_Rat
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Quote:
Originally Posted by Immacolata View Post
Look at the japanese game develeopers. They create games which are Possible. Thats why they succeed. Also they are a bit more focussed on QA. Or is it planning? In either case, they dont overextend themselves.

Now look at americans and europeans. Still infatuated with sandbox games, multiple paths. Enormous complexity. The reason games get so buggy is that developers are too ambitious. They want too many things, and that kills off a lot.

Now, in the genre of simulation you will end up killing yourself because everyone keeps demanding more detail. more realism. Better modelling. And you just can't pull it off as you would like to.

When simulations come from japan, they are much more narrow. Gran Turismo is, if you compare it to SH5 og IL-2, ever so much smaller in scope. That allows for much better execution.

So patching will be needed as long as we create - and demand - ginormous open ended sand box worlds. That or a ridiculous amount of QA pre-launch.
Good point.

Falcon 4 is a good example of that. It was very ambitious with a fully dynamic campaign, but had major issues when it was released in 1999. It took multiple patches, supermods and a re-release as F4AF in 2005 before most of the real bugs were resolved.

Combat Mission:Shock Force is another example. It is a very ambitious open ended land combat simulation with a fully detailed 3d environment. It had major issues when it was released in 2007, but after multiple patches and addons is now the gold standard for that type of sims. Of course Battlefront is a company that cares about its products and takes the time and effort to correct all the bugs. It's too bad they don't do sub sims..
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