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Originally Posted by CM Hooe |
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Limited resources. More specifically, time.
Madden releases every year at the end of August, and their "gold master" date is (probably) in late July. That's not changing, and barring absolute catastrophe the development team may not even have to power to make that change. As such, any bugs QA finds must be prioritized. This is a pretty basic project management task - limited time means one must prioritize tasks.
It's not as simple as adding more people to a project to fix these bugs, either. Any new engineers have to be spun up on the code base, internal project tools, any work standards of the development team, etc. by someone who already is in the know. This also takes time, and it pulls away an already-spun-up member of the staff from the project and puts him in a teaching capacity, limiting his effectiveness in his original role until everyone is up to speed.
Take it from someone who's made a few video games in a professional setting with aggressive project timelines and understands a little bit about how the process works.
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Yeah, I work in software development and I totally agree with this. On top of this, as you scale up in size, risk goes up as well. When you have 1 developer fixing bugs, it's a lot less risky than when you have 50 all touching the same code. It happens all the time even in smaller shops that someone touches one area of code to fix something, and it breaks something else. You can't retest the entire game every time one bug is fixed.
I think the bugs we see are a combination of:
1. The complexity of the game
2. Prioritization of features over fixes (fixes won't sell the next version)
3. The fact that the level of bugs isn't impacting sales
We are a vocal crowd here, but the bottom line is, outside of here, this isn't viewed as a particularly problematic release in terms of stability.