28 thoughts on “Obsidian designer says ‘publisher deadlines’ contribute to buggy games reputation | VGC”

  1. Devs should just stop using publishers and have their own in-company publisher that caters to the devs time needs

  2. Well, if you need the publisher to do their part, they will need to have the game ready by a certain date no?

    i think devs are just too ambitious and not realistic about timelines from the get go

  3. You can just as easily say poor studio management leads to missing those deadlines. Reading interview with game studio heads is straight up shocking sometimes. Some of them are so clueless as to how long it takes to actually implement features and most of the time sound totally unwilling to cut features even though it is clear they don’t have enough time to design/implement/test.

    Also I love this fantasy land people live in where publishers have infinite money and time to let devs float around doing who the fuck knows what for years.

  4. Same shit everywhere, I am lead in UX team of a big corporation but after doing user research, with long brainstorm sessions and making design solutions in the form of interactive prototype, the upper management rushes the dev team to start production.

    We as a design team get a lot of user feedback but upper management keeps saying its a great job and will use it future iteration.

    Customer ends up getting MVP and devs keep patching the shit and make spaghetti, and we designers now need to assist them in interaction loop, IA and production part but at the same time do user testing and improvement on prototype.

    Upper cunts always fucks up everything, devs in my team has been in hackathon mod for past 1 year. everyone comes at 9 and leaves by 9 or 10 pm, except for the upper management.

  5. They still release bug patches well after a year, so are they really telling me they need another full year +? Yes, that is what they’ve been telling me and I’ve adjusted appropriately and only now am I thinking of PoE2. Being fair, there are plenty of bugs they won’t catch until it hit mass release, so it has signs of nature of the beast as well.

  6. The original Max Payne had the best “release date” ever… it was stated as “When it’s done”.

    I was watching that game’s development for nearly a full year (there was a 9 month delay at the end) but damn it was worth it!

    Software delivered late has a chance to be great eventually, but buggy software is bad forever.

  7. actual tumblr post without the clickbatey headline that very much distorts what sawyer said:

    >Thank you. With Pillars 1 and Deadfire, we were the ultimate arbiters of our ship date. In both cases, when it came down to the wire, we decided to push back the release of the game by a few months. That can make a huge difference.

    >We’re not total idiots. We know that we have a reputation for buggy games. And while some of that is endemic to making big, complicated RPGs with thousands of different ways through them, it’s still within our power to reduce bugs on our end with more time. When it’s a publisher’s choice, that ability (or priority) can be taken away from us.

    >With the PoE games, Bobby Null also did a great job of limiting quest complexity at the document stage. There is a potential danger in quest design being so limited that it isn’t complex enough to engage the player’s interest, but we benefit by having less buggy quests overall. Games like F:NV didn’t really have any framework for quest design, which often resulted in extremely fragile quests that took more time to implement than expected and pushed testing outside of the development window.

    >It’s definitely a trade-off, because some quests in F:NV are very cool because of their complexity. We just have to be very aware of the time commitment we’re making when we have quests like that.

    https://jesawyer.tumblr.com/post/185353552891/hello-i-work-in-qa-and-the-gap-in-quality-bug

    seriously, it would be better to read the article or tumblr post instead of going on about the clickbate title.

  8. It’s been my experience that every game developer on the planet wants to make the best most polished game they can. They are just always hamstrung by publishers and purse strings. And in the business context that video games exist, this is reasonable and expected. The exact same thing is true in the movie industry. Every directors next project would be their masterpiece with enough time and money. But movies like video games are simply an investment for the publishers/studios footing the bill.

    I think the amount of developers developing with nefarious intent is very small indeed.

  9. Chris Avelone from Obsidian who was the lead director of kotor 2 and lead producer on New Vegas stated otherwise. Its on youtube in an interview.

    Basically Chris says the issue was production pipe lines and mismanagement of what content to keep or abandon along with re-distrubating work assets was the problem inhouse and nothing to do with lucas arts or bethesda.

    Hell check my history and i have the link to do that interview.

    Obsidian is arguing with itself at this point and obsidian fan boys are still in denial especially after Alpha Protocal and pillars of eternity.

  10. If Obsidian released one broken game, that’s understandable, but just about all their games have been broken or blatantly unfinished.

    With New Vegas they basically already had all of the work done for them with FO3, and it was STILL borderline unplayable without mods. They’re just massively incompetent.

  11. He’s just saying that to cover his poor decisions in developing Deadfire, like wasting months debating whether or not to have Resolve affect spell damage and adding cringey romances when the base game was disastrously unbalanced and buggy.

  12. I’m sure publisher deadlines play a roll, but as others have noted, even when Obsidian has complete control, the product is still buggy at launch. In cases like KOTOR2 or New Vegas, those publisher deadlines prevented the games from both being properly supported and having the dev cycle time required. In POE1 and 2, they launched buggy but both received steady patches and refinements.

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