Procrastinato said:
gergroy said:
theprof00 said: @makingmusic say your budget includes all the stuff, and 60% is for programming. Now, say the engine, or environment or whatever it's called ends up taking up 85% instead of 60%. Obviously everything else is going to hit the fan. |
budgets are big thing, but I think the more I think about it the more I think Haze's downfall was time. They had a date that they had to be done by. (a date that was probably set by the publisher) Then they got hit hard with technical issues that took up all their time, so we end up with crappy level design/gameplay, first take voice acting, and the story... was probably just always bad.
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Sorry, that's just hogwash. You don't wait until an engine is near finished before you start designing a game. Just the PS3's PPU and the GPU are enough to get anyone going on a game far more substantial than anything the last gen could provide, and there are no tricks to it.
Engineers, artists, and designers are all working in parallel, as a game engine evolves. If there was honestly any serious holdups in getting something the design team could work with, then that has nothing to do with the platform, and everything to do with bad management.
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Well, FR was working on 3 different games at the same time. Haze, star wars battlefront 3, and timesplitters.
Edit: whoops, forgot to finish this thought. So the Design team could have been split up and focusing on other projects until Haze was in a more manageable state.
The problems could have also been that the things the design team wanted to do they couldn't get to work properly so they cut them because they ran out of time. Make sense?