Almond Brown, on 07 May 2014 - 10:37 AM, said:
Ever hear of a Games Post-Mortem? You should really read one, or 6.
I've actually developed software professionally for the past 14 years.
Almond Brown, on 07 May 2014 - 10:37 AM, said:
As with many things in the real world, what one wants and desires is often circumvented when the reality of a situation is revealed.
Yeah, no.
Sorry chief, but this isn't really an excuse.
Of course, things sometimes happen, and deadlines sometimes get pushed... Although I would have to point out that as someone who manages software development, my initial timelines tend to include those inevitable delays. When I set up timelines for delivery, I don't do so based upon how long it would take in a magical world where everything works perfectly. I give our customers estimates based on real-world experience regarding software development.
But I'll tell you right now, it's not "normal" for a software development team to miss a deadline over and over again, continually pushing the deadline back for multiple years, all the while saying, "It'll be done in a few months!"
That's the exception, rather than the rule. That kind of thing is why games like DNF were the laughing stock of the industry.
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Same applies to daily life. It is more than a bit strange that many will not allow that to be an actuality when it happens to a Dev group. Despite it happening to each and every one of them.
My perspective is perhaps a bit different from yours.
As a professional engineer, I know that software isn't some kind of magical alchemy performed by wizards. Software engineering is a structured process... or at least, when done correctly it is. Even agile approaches aren't meant to be without structure.
Software engineering isn't just "let's write a bunch of code and hope it works!"
The reason why professionals use actual software engineering methodologies, is that a structured methodology actually helps you develop complex systems more quickly. They are what allow you to avoid problems before coding, and deal with problems earlier rather than later in the development cycle, and make better predictions about how long it will take. It's not magic. It's not some great unknowable issue.
All that being said, I think that folks like Matt Craig aren't likely a major source of the problem here. I kind of get the impression, just from observing from the outside and having experience in such environments, that he may often have his hands tied by other forces at work.. So it's not necessarily that their engineering process is bad, but could perhaps be that higher ups just aren't listening to the engineers when they say things like, "There's no way we'll be able to do that by that time." Sometimes, the bigwigs just don't want to hear such answers... or even worse, create an environment where such honesty is discouraged.
Ultimately though, as a consumer, none of that stuff matters. What matters is that things were promised many times, and those promises were left unfulfilled. As a consumer, I have no reason to believe that is going to change.
Hell, I still can't easily play with my friends, despite the fact that when the 4 player limit was put into place in November of 2012, it was supposed to be temporary. They strung me along with that bullshit for years before finally announcing a few weeks ago that they were just going to leave the limit in place forever.
Fool me 283 times, shame on you.
Fool me 284 times, shame on me.
Rebas Kradd, on 07 May 2014 - 11:24 AM, said:
And yet I could care less, given that everything said by a dev comes with the caveat of "subject to change" and anyone who doesn't understand that, doesn't understand software.
You like to say things like this.
You don't actually have any actual experience developing software professionally, do you? As I said above, I've developed software professionally for 14 years now. I'm suspect I understand it far better than you do. Do you have any professional experience at all? Do you even have any amateur experience?