sokitumi, on 07 November 2012 - 04:31 PM, said:
Wrong. It shouldn't take a team of two people more than 1 month to make what we see, granted river city is an exception, but the other 3 maps not so much. Half the assets are reused anyway. Supposedly PGI has 45 people developing the game. If even 1/10th of them are dedicated artists and level designers, this progress is abysmal.
Assets aren't the issue. You know how many games make maps that are thoroughly tested with larger testing groups yet still have problems? Nearly all games. There's a lot more work that goes into these than you think. People need to realize that in game design and development it's never as simple as just do it and it's done.
As a player I can just throw together a map and call it good because I don't have to meet any standards or go through paperwork testing (there is a ton of paper work required for professional testing most the time). It's never a matter of just going "hey you fall through the ground here" It's more along the lines of a essay describing how you found it, at what angles it effects how it effects how often you can reliably you can fall through the ground, what you did to cause it originally further things that you found that caused it. What you think is the real cause, why you think that is the cause, any suggestion you have for the map, and much more.
Why is it so much paper work and description? Because the issue may not be what it initially appears to be. It may be a bug in the programming, an issue with a certain mech, loadout, animation, and more. Those write ups then go to a lead tester who reads through them and leaves notes and possibly prioritizes further testing to search for and find these issue. He also will make notes for the designers and developers highlighting what he feels is the most pressing issues found in testing.
Only then does it finally get to the designers and developers who must look into the issues found and even attempt to reproduce them. Then they can fix them or find out why it does something and that may lead to further issues that need fixed. This is done for each revision of the map.
That at least is how typical professional testing works out. I would imagine PGI does something similar.