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Originally Posted by fistofrage |
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Well, I am sure the marketing team pushes for Fuzzier mascots and such. So what does it really come down to? When you guys are sitting around trying to decide what goes into the game, is there some crazy hotshot programmer that says We could blow them away with clothelike jerseys that wrinkle in real time. And we'll make kickoff returns really vicious, maybe have a helmet pop-off, I think I saw that somehwere before and it looks cool. Its going to take alot of time and effort, who's with me! And the other programmers jusmp up and get rowdy and when its done the MArketing team takes a picture of the clothelike jersey, the helmet flying off, and the fuzzier mascot. And thats our game.
Or is there a voice of reason amongst everyone saying ,"We need to fix this awful AI first. And damn it, test the game this year." We were embarrassed the way the game shipped last year and we're going to fix this stuff first.
I know its not black and white, and I understand that sales is the first priority. But given their druthers does the team for NCAA football want to make a game that gives more of a sim game while being fun. Or do they want to show off their talents in creating better graphics and figure as long as it functions without glitches, the quality of the actual game of football isn't as important as the game looking pretty and providing multiple new "features" every year.
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No, not like that. But if they ever make a movie about game development, it might be like that (Grandma's Boy or whatever it was called doesn't count... not even close to realistic).
The design teams meet up for hours on end coming up with what we feel the game needs. Then we write up a feature set (and I use that term loosely... not just game modes and things in commercials, but stuff like "Improved AI") and present it to upper management for approval. If they don't like what we want to make, they turn it down and we try again. You have to convince them to give you however millions of dollars it costs, so you better present something that will sell.
Then we break down everything we want to do and the programmers give us estimates. We total those up, compare to our budget, and cut down to 100%.
As far as "dammit, test the game this year," that is a whole different department. We are always putting an emphasis on programmers not checking in buggy code, and our QA department is aware of their misses on 09. Hopefully they do a better job next year.