If theres anything we players have seen about PGI it's that they're really badly organized. I don't know how they are regarding the companies structure, but it can be seen that they announce features as if they could be coming in any patch within the next 3 months (soon) when they're really many months from completing it, so many in fact you'd think they announce these things just as they start working on them rather than after they're halfway finished with them.
What is it if not bad organization to put a third person view mode into a game where 80-90% of the people either hate the very thought of it, and the rest (like me) just don't care (nobody wants it).
They were very careful about making 3p unplayable, but still put it as the DEFAULT mode (bad organization), their only effort to cater to the 80-90% i mentioned earlier (until now when they disabled it in 12 player premade matches), was making it unplayable, seems that was not enough for people (but it was for me...) As they said they certainly failed to communicate (bad organization) about this to the players before releasing it, but without warning they still released it. I can only assume the reason they didn't communicate about it is that they didn't want to, they knew there'd be nothing but rage and there were already polls that said 90% of the players (or so) hated the idea.This wasn't taking some risk that could benefit the game, this was somebody's obsession that third person view had to be placed in the game even if it could cost them a huge part of their playerbase to do it.
Any developer worth his salt developing a multiplayer game like this would have at least talked about this to the players before even starting to develop it, hell how hard could it have been to put a poll inside the game itself so the "Vocal Minority" wouldn't be the only ones who have their say in the matter?!
Again, badly organized.
I've gone enough into how badly organized PGI seem to be, i hope they learn. Now lets talk about development speed, it feels like they're taking forever to do everything it is that they're going to do. Typical for workplaces where the employees sorely lack motivation and would rather sleep on their desks than work (some of them might).There can be various reasons for this to happen, all of them are the fault of "not-good-enough" management. This is mostly just speculation though, i don't know what its like to work for PGI, but judging by the speed at which they develop and the quality (or often lack thereof) i like to think that maybe it just isn't very fun nor rewarding to work for PGI.
I mentioned reasons, let me point out a few possibilities since i did:
Maybe the break times are too short,
maybe the pay is too low,
maybe there's harassment in the workspace(this can be anything from persecution to someone forcing everyone to listen to their music or forcing their opinions on everyone),
maybe its not rewarding enough (employees don't get congratulated for completing tasks, and get yelled at for trying but not meeting the deadline),
maybe the work hours are too long or the overtime is too much (ties in with pay),
maybe people are uncomfortable for some reason (such as noise, or co-worker's bad language)
There could be many more reasons but you get the idea of what i'm getting at. People working for game studios tend to be doing jobs they want to be doing (someone likes programming so he programs, someone likes art so he's a concept artist) and because they want to be doing it, it should be fun. The only reasons i can think of for it not to be fun (not fun = less productivity) is if their personal workspace isn't satisfactory or people are unhappy about something. Maybe PGI management doesn't ask their employees what they like, dislike and could improve. Communicating with players is important, but communicating among yourselves as a company is vital.
Edited by Rabcor, 21 October 2013 - 05:29 AM.