Nikolai Lubkiewicz, on 05 May 2014 - 06:45 AM, said:
I think we've gone pretty in depth into this subject both in a
recent thread and
even in some news. Like with all other aspects of a team process: An individual lone wolf can get much more done in a shorter period of time, but often at a sacrifice of multiple important processes and quality factors which distinguish our content from others. While there are many talented players out there who could prove themselves capable, they are far outnumbered by those who have greater dedication than skill: This can be seen readily enough on turn-based strategy
games which happen to provide map generation tools: Let alone on our own where the SDK is a bit more robust. Aside from the level-design experience which helps provide balance to the map designs along with the artistic talent which makes it something worth beholding, there is a huge amount of internal testing involved from a team with many years of collective experience in video game QA, and a further network of services designed to support and promote the content. Being in a free environment means we have to keep the majority of content creation processes within our own pipeline and dedicated servers and a much tighter seal of quality on our released content than otherwise would exist in the retail boxed games.
This means that any fan generated content would require a tremendous amount of oversight to ensure it's quality, perhaps even more so as we cannot necessarily be sure of the skills applied behind each individual submission. While fan-content in any form is not an impossibility, we still have a huge core pillar of the game still left to see through as well as improvements to the new player experience before we can remotely consider putting on entirely different hats and looking for unique and manageable ways for fans to entirely revolutionize the game once more.
So basically some how it takes 6 months for you to release a map?
Cool.
I don't know why you felt the need to go in depth about how you can't let players create content. That really wasn't the intent of my post.
The question was about your inability to use existing map resources to release new maps.
I'm not saying that a non-PGI created map in Crysis is better than your maps (though I would say some I've seen are probably close), what I am saying is, I've seen how quickly a single person can put something together.
So for you to tell me your whole TEAM of people can't release a map in 6 months tells me you are having some sort of resources issue.
Add to that the fact that the second most recent map is almost universally hated gives me major pause.
Bryan Ekman, on 29 April 2014 - 10:32 AM, said:
Maps are NOT cheap to develop, nor do they take a month or less. Each map takes between 2-4 months of development by a team of 3-7 individuals depending on the scope. This includes all the phases - Design, Prototype, Grey Block, Internal Testing, Art Pass, External Testing, Bug Fixing, and a Final QA pass.
This is a very frustrating thing to read by the way based on going and watching people make maps.
Edited by Nicholas Carlyle, 05 May 2014 - 07:58 AM.