OTBWY said:
SvennoJ said:
Experience. I have worked in the industry. Not once did a delay lead to less crunch. It does often lead to feature creep to make the product more desirable after the dealy, adding more crunch to get the extra stuff working properly as well. For example there are people expecting ray tracing to be added now as well before it launches...
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First of all, have you worked at 343? If not, I am still asking for actual insider info from people that worked there.
Cause theres a ton of information suggesting the opposite is going on at Infinites development cycle, from people in charge of it no less.
https://gamingbolt.com/halo-infinite-developer-talks-about-creating-a-development-environment-to-mitigate-crunch
So other than making an appeal to people with your experience argument and getting easy likes, what actual evidence is there?
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Well that article sure is recent... On 21st, Feb. 2019
However, with the upcoming Halo Infinite – which also uses a completely new engine, incidentally – 343 Industries have allowed themselves to take their time with development, as is evidenced by the longer gap between it and its predecessor.
“That’s why we’ve taken a bit more time—usually it’s three years between every Halo—to really do the investment in the engine and the tools and pipeline, and we’re still working on it,” Ross said. “But we showed it at E3 last year, and it is basically trying to create an environment that we can build the game better, faster, and ideally, you know, prevent crunch. I think there will always be with any game, I think there will be times where we need to work longer hours. But I think that we need to be really deliberate with that because it’s not fair to the team, and the team doesn’t want to do it. And so we’re trying to work out how do we create the best environment to hopefully mitigate that.”
Seems like the typical planning failure that always happens with software development. Also hiring an extra studio last minute to help out doesn't mean less crunch, often it creates more headaches. It's a band aid trying to get things finished quickly yet adds a lot of complexity and subsequently more stress to development.
Anyway I've heard the above story too many times, crunch is never directly mandated, and every new project starts with the best intentions to avoid crunch, yet it always ends up with crunch time. Now if they delay the game for a full year without adding extra features like ray tracing, then I'll believe they did it to avoid crunch.
This sounds like crunch time to me
https://www.vg247.com/2020/07/31/halo-infinite-devs-work-on-graphics/
“In many ways, we are in agreement here – we do have work to do to address some of these areas and raise the level of fidelity and overall presentation for the final game.”
“While some of the feedback was expected and speaks to areas already in progress, other aspects of the feedback have brought new opportunities and considerations to light that the team is taking very seriously and working to assess.”
It goes on to state the team is working to address some of the feedback around “detail, clarity, and overall fidelity.” to make sure the game features a “beautiful world for players to explore” when the game releases.
Overhauling the assets, lighting etc when the game was nearly finished, that's a lot of work.
Btw what are likes for on this site other than spamming notifications lol. (turned it off now so I actually notice messages instead of tuning out the !)