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Kotaku: Why games get delayed (statements from developers)

Nirolak

Mrgrgr
There's way more at the link, but: http://kotaku.com/why-video-games-are-delayed-so-often-1795473828

Kotaku said:
I heard a few explanations for game delays while reporting for my new book on game development, Blood, Sweat, and Pixels. During this process, I spoke to developers who’ve worked on everything from massive RPGs like Dragon Age: Inquisition to indie platformers like Shovel Knight, asking them lots of questions about why they have to do things like, say, delay their games.

The simplest reason is that, in game development, making an accurate schedule is impossible. Even the most conservative estimates at the beginning of a project can’t account for obstacles that will come up along the way. Sometimes a level that a game creator thought might take two weeks actually takes closer to two months. Maybe they’ll find out midway through production that their cool new idea for a combat feature isn’t fun, forcing them to spend months fine-tuning to make it better. And there’s never any way to predict how many bugs will pop up toward the end of development, which is why we so often hear that games are being delayed for “polish”—to catch and fix those bugs. These pitfalls don’t just affect first-time developers. Even the most experienced veterans wind up battling time.

When Urquhart and his team first started making Pillars of Eternity in the fall of 2012, they plotted a schedule that would take them to 2014. But they ran into numerous complications during production, including scope issues (the planned game was too big), story issues (their lead writer was caught up on Obsidian’s other project, South Park: The Stick of Truth, itself delayed for many reasons), and thousands upon thousands of bugs. Eventually, Obsidian bumped Pillars to March 2015.

Game delays can frustrate gamers, but they provide relief for game developers who want to produce a better game, except for the fact that they can extend months of grueling labor. The developers at BioWare had to delay Dragon Age: Inquisition twice. The first delay, from fall 2013 to October 2014, was necessary to expand the game’s scope and ensure it could have key features like a huge open world and playable races. But the second delay, from October to mid-November 2014, was far harder on the Dragon Age team. That one was to polish—to fix the tens of thousands of bugs that had popped up during production. And they were already all working endless days to get Inquisition out the door.

“It’s awful to have to tell a team that you’re delaying for six weeks,” said BioWare studio head Aaryn Flynn. “Because you know what that means for them is six more weeks of a lot of effort. It’s like saying oh, that marathon finish line that we thought was here is actually six miles further, sorry guys.”
 

Kazoo pls

Member
Why did Kotaku feel the need to publish this article? We're all aware why games get delayed, the problem is that people can't accept that fact.
 
I mostly get delays. My question is why things like what happened to RDR2 happen. As soon as they announced the original release, 99% of us were like "yeah, the fuck right." And shocker, we were right, it got delayed. We are complete outsiders, why were we able to see what they didn't at the time? Or did they know it was unlikely, too, in which case why say it?
 

sense

Member
I mean I get all this, but the issue is putting a date out there just to get preorder numbers up and then delaying closer to release frustrating a lot of people. I am sure a lot of the reasons is the business side of things and publishers having to please investors/shareholders etc.... but it still sucks.
 

HoJu

Member
Why did Kotaku feel the need to publish this article? We're all aware why games get delayed, the problem is that people can't accept that fact.

yeah, it's weird for a gaming website to write an article about game development. i mean, it's not like some great mystery but still
 
I just wonder what the weirdest reason a game has gotten delayed is.

I love this one.

Half-Life 2

Development Began: 1998

Release Date: November 16th, 2004

Reasoning: Half-Life's 2 lengthy development was made even lengthier when Valve's internal network was cracked by hacker Axel "Ago" Gembe. Gembe leaked the game's source code, resulting in a personal plea from Valve boss Gabe Newell for fans to track him down. Eventually, Gembe personally contacted Newell via email, with Newell convincing him that Valve wanted to offer him a job as an in-house security auditor. However, this was a ruse, with Gembe offering enough information for him to be tracked down by the German government. He was arrested for the incident, along with a number of other computer crimes, and given two years probation.

Was it Worth the Wait? Yes. Half-Life 2 is considered one of the best and most influential games of all time.
 

That article regarding the HL2 delay is very misleading... That leak happened less than a year before the game actually launched. It's not like the game was 2 years into development, source code got leaked, and they started back from scratch and it took them 4 years to recover. The engine and game had been in development for over 4 years at that time and the source code leaked was Alpha if I recall correctly, meaning the game was still several months from launching. One could argue that perhaps they wanted to launch for the 2003 holiday season, but lets be honest... the leak happened in october, They were at least 2 months away, the Leak gave them a reason to push back till the following fall, and it worked out for the best IMO.
 

Lime

Member
Consumers' lack of understanding how overworked game developers are coupled with their hype fueled by publishers' marketing is such a scary and toxic cocktail.
 

gamz

Member
I think it's a minor miracle for modern games to be as good as they are. I can't fathom the amount of work that goes in. Gameplay, story, visually, etc...

It's fucking nuts how complex games are now.
 
I think it's a minor miracle for modern games to be as good as they are. I can't fathom the amount of work that goes in. Gameplay, story, visually, etc...

It's fucking nuts how complex games are now.
Trying Game Maker and reading devlogs on TIGForum made me even more appreciative of games and game design. Even the smallest game coming together and releasing in a polished state is an achievement
 
Thanks for posting, interesting stories and insight.

I am sure many know - this is not exclusive to game development. Hey, it isn't just exclusive to 'development'. If you are really interested, look into the Triple Constraint in Project Management.

In simple terms its this: Scope, Time, and Cost - balancing all 3 defines your quality.

The challenge is: You can not have all 3 in a best case scenario with the best quality product.

Want the best game, full scope, released on time? It will cost you.
Want to keep costs down while delivering on time? Scope will suffer.
Want to have the best game and manage costs? It will take forever. And, create a self fulfilling circle - longer time, more cost, no return on investment.

The reality, in most projects of this scale, time is the key deliverable. Things can be moved and nudged back, but ultimately it has to deliver within a certain time. Just look at games that got into development hell (Too Human, Duke Nukem).

Very few games that take time to deliver are successful. Partly because, if you take too long, you will be old news and/or someone will do it better than you.

Costs are defined by the publisher, for the most part. They've backed a development house and say 'you must deliver X in Y time'. Publishers get a lot of flack, often rightly so, for pushing out games early to get a ROI.

But look at it from their point of view. A pre-agreement and delivery time, scope, and cost will be defined to deliver a quality game. Then shit happens. And things change.

So it is usually scope that gets pulled back and reigned in. Scope can mean many things.

- 4 planets instead of 6 (Destiny)
- No single player and limited multiplayer game modes (OG Titanfall)
- A buggy mess (Mass Effect Andromeda, THPS 5)

Publishers then have a decision - do we release this and build on our MVP (minimal viable product) e.g Destiny/Titanfall.

Or do we get a mess of a reception and decide to abandon ship and move onto the next thing e.g Mass Effet and THPS 5.

Note: I've used simple examples to demonstrate my point.

Game development is not easy. Development is not easy. Project management is not easy. Give it a try!

TLDR: A test for Gaffers.

You have a meeting with a potential business partner. The meeting is 2 hours. You need the full 2 hours to seal the deal and grow your business.

Except - travel logistics are a problem. And you are concerned about the long distance travel as you get travel sick. The meeting is tomorrow and you have to make a call on 3 options.

1. Fly - quickest route, you get full 2 hours. Likely to get best deal. You are comfortable flying. Most expensive travel option would eat into your return on investment.

2. Train - Fast and you get the full two hours. You hate travelling by train though (only backwards seats available!). Manageable cost.

3. Drive - You will be late and lose half the meeting, impacting your sales pitch. You get zero travel sickness driving though. And driving is by far and away the cheapest.

Which is the right option?

There isn't one. Its making a call. What is right for you and/or your business.
 

borges

Banned
As a developer, I blame... developers for delays. Not only them, off course, but certainly we tend to be over optimistic with estimations.

From the classic Mythical Man Month:
"
All programmers are optimists. Perhaps this modern sorcery especially
attracts those who believe in happy endings and fairy godmothers.
Perhaps the hundreds of nitty frustrations drive away all
but those who habitually focus on the end goal. Perhaps it is
merely that computers are young, programmers are younger, and
the young are always optimists. But however the selection process
works, the result is indisputable: "This time it will surely run," or
"I just found the last bug."
"

can give it a read to the full book here: https://www.cs.drexel.edu/~yfcai/CS451/RequiredReadings/MythicalManMonth.pdf
 

Fafalada

Fafracer forever
Feep said:
As a developer, I can comfortably say that no, "we" are not.
Can you honestly say that "retroactively" you are not aware of why particular games you worked on were delayed (if any)?

As far as seeing (or avoiding) it during development - that's largely an acquired skill - that some people refuse to learn - but it's not because it can't be learned, really.

borges said:
As a developer, I blame... developers for delays. Not only them, off course, but certainly we tend to be over optimistic with estimations.
That's an over-simplification though. First - every organization has people responsible for reality-checking estimations and schedules, so you're failing on multiple levels there, not just estimates. And second, "developers" umbrella often includes people (or other organizations) completely external to the core organization, which are harder to account for since you have 0 control there. Not that it can't be done - but it IS harder.
 

Hexer06

Member
I mostly get delays. My question is why things like what happened to RDR2 happen. As soon as they announced the original release, 99% of us were like "yeah, the fuck right." And shocker, we were right, it got delayed. We are complete outsiders, why were we able to see what they didn't at the time? Or did they know it was unlikely, too, in which case why say it?

That's a good question, cuz I'm right there with you. Some ppl can see what games will get delayed, so how do we get it when we're outside of the developers bubble. haha
 
I mostly get delays. My question is why things like what happened to RDR2 happen. As soon as they announced the original release, 99% of us were like "yeah, the fuck right." And shocker, we were right, it got delayed. We are complete outsiders, why were we able to see what they didn't at the time? Or did they know it was unlikely, too, in which case why say it?
A lot can happen in seven months. At the time, a late 2017 release could have seemed reasonable, but between then and now, polishing, bug fixing, mechanics, unforeseen problems and issues, etc., etc., means more time would be needed.

It doesn't have anything to do with us seeing something the devs don't. That's a correlation at best
 

Fafalada

Fafracer forever
Hexer06 said:
so how do we get it when we're outside of the developers bubble.
You're just projecting based on past experiences with the developer/IP. Which is something that is much easier done from outside the bubble - no cognitive dissonance to deal with. Of course, it's also coincidental, you have no factual basis for assuming developer will repeat old mistakes (or make new ones).

That said - many cases of delays are real-world examples of definition of insanity, human-organizations/systems seem to be very change-resistant at times.
 

Hexer06

Member
A lot can happen in seven months. At the time, a late 2017 release could have seemed reasonable, but between then and now, polishing, bug fixing, mechanics, unforeseen problems and issues, etc., etc., means more time would be needed.

It doesn't have anything to do with us seeing something the devs don't. That's a correlation at best

You're just projecting based on past experiences with the developer/IP. Which is something that is much easier done from outside the bubble - no cognitive dissonance to deal with.

Many cases of delays are basically real-world examples of definition of insanity.

Ah that's true. You guys are right. I also didn't realize that trailer announcing a 2017 release was all the way back in October. Time is flying!
 

LQX

Member
Red Dead Redemption 2 getting delayed was not that surprising at all to many here. Why is that? Why is it that we as consumers knew way before hand that Rockstar would most likley delay their game? Because we know release announcements are sometimes VERY disingenuous coming from certain companies. I can understand unforeseen circumstances delaying a product but sometimes it boils down to some of these companies just outright being very disingenuous to consumers.
 

Spukc

always chasing the next thrill
Just imagine how piss poor borderline unplayable the state of a game has to be in ,that it gets delayed.

Considering how some games get released in a shitty state anyway these days.
With the will-fix-it-later mentality.
 

borges

Banned
Can you honestly say that "retroactively" you are not aware of why particular games you worked on were delayed (if any)?

As far as seeing (or avoiding) it during development - that's largely an acquired skill - that some people refuse to learn - but it's not because it can't be learned, really.


That's an over-simplification though. First - every organization has people responsible for reality-checking estimations and schedules, so you're failing on multiple levels there, not just estimates. And second, "developers" umbrella often includes people (or other organizations) completely external to the core organization, which are harder to account for since you have 0 control there. Not that it can't be done - but it IS harder.

Yeah, project managers. They typically know nothing about complexity and time required for a feature, and therefore need to rely on devs.
 
A good bit of the problem is a lot of games get announced why too early
Yup, all in the effort to build hype. I like how a lot of Japanese devs do it, announce games that are 60-70% complete then the wait is a few months. We seem to be getting early and earlier announcements now:/
 

watershed

Banned
I'm all for games being delayed if it makes for a better game at release. Andromeda should have been delayed to fix all the bugs and jank. Zelda BOTW was delayed for a good long while and it resulted in an amazing game, possibly one of the all time greats. Some games get delayed and still come out bad. But I'd take a delay over a guaranteed bad game/poor product any day.
 
A game is like any project in business.

You can never accurately identify exactly what it takes took complete a project.

Known unknowns. Unknown unknowns. It's impossible to predict the future. That's why crunch exists, to account for commitments that can't be met (... or predictions that were wrong). Crunch is not unique to videogames, is just more discussed or more tolerated fire some reason
 
From the comments:
None of this is surprising. But I do still have a question:

Why announce a release date at all in the early days of development? Why not wait until the process is way further along or, hell, almost done?

Jason Schreier:

A few possible reasons:

1) Because at the time the team really thinks they’ll hit that date

2) Because public pressure can help a team stick to a date

3) Because having a concrete date makes it easier to get pre-orders

4) Because having a concrete date pleases investors

Huh. I’m usually actually pretty relieved when I hear there’s a delay. Sure people will be disappointed, but we’ll be able to deliver a better product.

Unless we’re talking crunch. Jeez that’s a thing that needs to end.

Jason Schreier:

That’s exactly why it’s awful. The Inquisition team was crunching really hard during the last months of development, mostly thanks to their issues with Frostbite, and then what they thought was the end got moved back six weeks, which must have been horrible.
 
People nowadays take delays as a sign of good things because it means: "Oh more time to flesh out the game, yeah, hurray!".

Sometimes I feel this whole announcement and delaying, specially of AAA games is a PR move to generate positive buzz, and cases like Andromeda just help build a case for that.

From the comments:

This might also explain why they need to set impossible dates, easy money on them preorders and no "fuck you for delaying" because remember, it's always a good thing...
 
The assumption everybody understands why games are delayed are silly. Article is useful because not everybody is part of a company wide project with many movable parts that can have issues at every end.

I'm part of construction and so much shit goes wrong every day. Often to the point we have to constantly change small goals here and there and change plans entirely to try and meet our initial deadline
 

LaronX

Neo Member
So they made a worse piece then extra credits about the exact same topic? Either rather unlucky or uncreative writers.
 

dex3108

Member
Part of the problem is announcing them too early. Announce game when it is almost ready to be released. Marketing usually only kicks in few months before release after all.
 

erawsd

Member
Personally, I see it as such a non issue and I find it a bit baffling that people can get so upset over delays.
 

Slayven

Member
Yup, all in the effort to build hype. I like how a lot of Japanese devs do it, announce games that are 60-70% complete then the wait is a few months. We seem to be getting early and earlier announcements now:/

Fallout 4 was perfect, announced 4 months before dropping
 

Calabi

Member
Yeah its interesting how movies dont often get delayed. They have that stuff locked down for the most part.

I wonder if we will ever reach a point where games arent delayed. Where the majority of unkowns are known, and they stop reinventing and re-solving the same problems over again.
 

Theodran

Member
Jason Schreier trying to sell his book, huh? Sneaky.

To be honest, there are so many reasons for why games get delayed, or become bad, or both, and the article only talks about a very tiny sample of reasons. You could create a whole book full of anecdotes about why games get delayed, or cancelled, and you still couldn't even scratch the surface of the number of possible reasons.

Fallout 4 was perfect, announced 4 months before dropping

This is the current industry trend, actually. Announcing the title 4-6 months before release, when it is in QA and has a high probability of actually being released at the time they promise.
 
Yeah its interesting how movies dont often get delayed. They have that stuff locked down for the most part.

I wonder if we will ever reach a point where games arent delayed. Where the majority of unkowns are known, and they stop reinventing and re-solving the same problems over again.
Most films can brute force any problem with enough money and a deadline- not with good working conditions mind you, but the OT will be paid and motherfuckers will deliver. A film has x, y, and z to cover and just needs the time to do so satisfactorily- a bit different than solving a problem that might not have an answer. (Why are we losing twenty FPS in city sections oh god how is this memory leak even a thing? etc etc)
 

ramparter

Banned
I mostly get delays. My question is why things like what happened to RDR2 happen. As soon as they announced the original release, 99% of us were like "yeah, the fuck right." And shocker, we were right, it got delayed. We are complete outsiders, why were we able to see what they didn't at the time? Or did they know it was unlikely, too, in which case why say it?
Investors, hype, put pressure on development team...

Fallout 4 was perfect, announced 4 months before dropping

How I expect next Elder Scrolls to be announced
 

Randam

Member
Yeah, just tell us you are making your game but wait with the date till it's as good as done. And not years in advance..
 
I'll be getting this book when it's released. I get that Kotaku and Jason are pimping it- the more people who read this the better. But preorder?

"Blood, Sweat, and Pixels will be out on September 5. You can pre-order it here."

There are about 500 jokes about pre-ordering games to be made here.

"I'll wait to see reviews, when's the embargo up, I'll wait for PS+, I'll get it from Gamestop so I get the pre-order DLC about Valve's coke parties, Day 1 patch adds extra fonts, more accurate footnotes, Season Pass holders get 50% more anecdotes, etc." Quality stuff.

There are another 500 articles about not pre-ordering games, a fair few of which are on kotaku ;)

I'm not shitting on the book or Jason's work, I just found it slightly ironic, that's all.

Delays are rarely anything other than a good things (so long as it doesn't also involve extending the deathmarch)
 
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