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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Chief of the Boat
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I more or less agree with what your saying because I certainly don't blame the development team. He who pays the piper calls the tune. |
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#17 |
Sea Lord
![]() Join Date: Mar 2010
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I fail to understand why some of you separate the devs from.. "publishers". They said that the blame is on the company, not teams and we should not separate them. So I do, I blame Ubi and everybody involved in the project. And the devs side had their huge part of quilt. Just take a look at the moding forum and see how many glitches and bad scripting is found in the code day by day.. is that also the "publisher" fault? At least the script part is a mess.. old code from SH3 badly rewritten for SH5 and sold as a new one.
I'm sure they are some nice individuals, is fun to stay with them at a table and have some beers... but we are not talking here about the person, but the professional who got in charge to make a job right and he failed. Simple as that. |
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#18 | |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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Yeah... kinda.
![]() I dunno, do you blame the company for making a shoddy product or the worker that assembles it? In the end, it's management that sets out the rules and guidelines and provides the tools and work-environment. The guy at the bottom of the corporate foodchain is just doing his job. ![]() Quote:
The whole thing is a joke anyway. PCs have been running well beyond "HD" for a long time. Even a fairly basic CRT monitor could do 1600x1200 at 75Hz or more.
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Contritium praecedit superbia. |
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#19 | |
Ocean Warrior
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Location: Georgia, USA
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Imagine how much better this game could have been if Neal had been allowed to offer six members here real Beta access to the game. Instead, Ubisoft goes to extraordinary lengths to protect a game that few people are now interested in, because in addition to the fact that it's a buggy mess, the end user is also expected to attempt to access Ubisoft servers in order to play it. |
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#20 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
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They tried that with one of the SH4 patches. Some idiot leaked it, so that will never ever happen again.
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They don’t think it be like it is, but it do. Want more U-boat Kaleun portraits for your SH3 Commander Profiles? Download the SH3 Commander Portrait Pack here. |
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#21 |
Navy Seal
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Yes. That event caused considerable damage to the relationship between the publisher/developers and the gaming community. This is a major reason why SH5 was developed in a great deal of secrecy.
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#22 |
Eternal Patrol
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Something I'd like to add as food for thought to this excellent discussion is.
How many of you in the future will PreOrder a game from Ubisoft or another publisher ? Will you wait for better reviews after game is released ? Wait for a playable Demo ? |
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#23 |
Stinking drunk in Trinidad
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Yes, Elanaiba asked for the functions of developer and publisher not to be separated, and if, to speak of Ubi as unity. But of course both a separate functions, and managment won't really start programming and developer won't get into strategic market development. But after all, blaming anyone doesn't solve problems.
Right. This trend has saved me many bucks in the past 5-8 years. Since graphics quality has become sufficient for me and changes rather little, I can wait a year or two after release of a title to get it from the bargain bin. It will still look shiny and new to me, as far as I care. I mostly pick titles with great depth and modding capabilities such as ARMA2, SHIII, or WITP, which keep me tied down for many years. This gives a lot of staying power to wait until new titles are well reviewed, patched properly (into the state that they should have had on release) and I can gather from the internet that core features have really been enhanced.
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Scientific facts are not determined by the opinion of the majority, nor by a democratic vote. |
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#24 |
Stinking drunk in Trinidad
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This really still reads weird to me. Does it mean that companies believe that should have people that "tell customers what they ought to desire and what their wishes and expectation should be"? Technically, I would think they should have a good public-relations staff that communicates with fans and customers -- both ways. News and infos on lasted developments to the public, and talking to fans to gather wishes, improvement suggestions, trends in the communities etc that should influence forthcoming developments.
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Scientific facts are not determined by the opinion of the majority, nor by a democratic vote. |
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#25 | |
Helmsman
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Here in my hometown, I can rent almost any new PC or console game in a video store (except the new DRM Ubisoft games and others that requires a mandatory user account ![]() |
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#26 | |
Eternal Patrol
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![]() But as you post that leaves out the DRM games. If consoles in the future can have the graphics and speed of a hi-end Gameing PC I, see it as the way to go as far as gameing goes. |
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#27 | |
Mate
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Two really important differences between MFII and SH5 are 1) I'm playing version 1.0 and I have seen no bugs so far, and 2) there was a demo available. A demo is a sign of confidence by a game company. Imagine how the whole SH5 drama would have played out, if Ubi had released a demo that revealed the shape the game was in. |
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#28 | |
Mate
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Aside from that, certain developers have earned a "buy it early" or "wait and see" approach, based on past performance. I'll buy just about anything Bioware makes very early (next in line: Dragon Age 2 and Mass Effect 3) because their recent games have been very solid (if not perfect) on day one. I'm very interested in the upcoming Shogun 2 from CA, but I've learned to wait at least six months on anything in the Total War series. Same thing for Ubi and the Silent Hunter series.... and I'm still waiting. ![]() |
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#29 | |
Navy Seal
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At the least, it seems to me that many quality issues with SH5 could be put down to poor communication at the management level. This is a fundamental problem with projects; it's seen as being much easier to "hide" issues or re-baseline schedule, cost, scope or quality than raise the issues with the project steering committee. PMs tend to see the latter approach as a sign of failure on their behalf, however, as I tell my PMs, the latter will reflect much better on them in the long run than the former: a good PM can deliver a project, an even better PM knows when to pull the noose. They did that with SH4...did it make a substantial difference to the quality of the final product? I mean, a difference that justified both the cost and the risk of some goose releasing the game early? Last edited by JScones; 08-27-10 at 08:16 PM. Reason: fixed typo |
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#30 |
Chief
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Location: France
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They should work incrementally.
For SH6, take SH5 as base. Then, make a list of the 5 or 10 news things you want developed. A new feature only goes in the game if finished and working properly. Do your work. Release date comes. Of the 10 items, 7 are ready. Ship the game as SH6 with the 7 items inside. Let developpers finish what they can for the first patch. They work on the first patch, and are able to finish 2 items. Others would require too much work. Release first patch that adds 2 items, so the game has 9 of 10 items. Push the last one for SH7. Work on bugs only, forget about the missing item now. Fix as many bugs as you can. Put out a second patch. When working on SH7, do the same. Keep 1/2 persons working on bugs on SH6 because bugs fixed in SH6 automatically get fixed on SH7 too.. So it's not lost work force. People from open source projects do that all the time. Ex. NetBSD, they only ship on the next release what is finished and working, and push for another release what will require too much time. They should try to release often too. Which means releasing one version of the game every 2 years for example. You cannot finish all the features you want to add, but at least only ship those that are finished and working. Working incrementally, you get something that : always gets better and better, you never have to redo everything already done, and especially : you don't see features that players like disappear from one release to another... If you do that, people will buy each versino every year or 2 years, it slowly goes up in power and content. The manual is the same thing. Write a manual. Improve it. Release after release. They could do it right. But why would they ? They have a nice group of sheep-alike people that buy unfinished games, for which you just put out 1 or 2 patches, and the game is ridden with bugs, is unplayable because of server, connection problems and you still get away with profits. You get what you deserve. And SH5 as it is, is exactly what you deserved. |
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