| curl-6 said: I was using it as in "Retro Studios are the developer of Metroid Prime". Publishers can set parameters, sometimes unrealistic ones sure, but I doubt they're specifically forcing devs to cram every demanding effect in the book into their games until performance tanks. |
Right that is how the word is often used in video game forums and journalism. But in the discussion of why scope creep might occur, it is important to identify the different roles in a game development company. The people determining the what and why (designers) aren't always (and very rarely are in modern game production) the ones doing the how (developers.) Without a good degree of cooperation, this de-synchrony can cause the scope creep issues. Developers likely are just getting Jira or Azure tickets from the product managers and designers, and resolving those tickets to the best of their abilities.
Game publishers can be very much involved in the process. For the example you provided, Nintendo was very much hands-on in the development of Metroid Prime after many failures on Retro's part in other titles. So much so, that the perspective and visuals of the world were often decisions made by not just Nintendo as a company, but specifically Miyamoto himself.
It is not some off-reality that publishers (or executives in the publishing company) tell developers that their games need to be as pretty as possible. Often first impressions are what sell a game and you'll have the marketing team in the publishing company wanting pretty visuals to make their jobs easier. Most players do, at least to some degree, judge a book by its cover.







