The danger of feature creep

I want this game to be great, but I think you guys need to be careful to set limits on how you spend your time. Feature creep has ruined many grand projects in video games-look at the infamous development cycle of Duke Nukem Forever. Had the team making that game focuses on making a slick shooter and put secondary elements relating to graphics and widgets behind that, the game would have likely come out 7 or 8 years earlier and been far better.

Don’t reach for the stars to the point that you lose your footing-set limits on what you tackle with this game and focus on making it work.

Somehow I don’t think this is a big concern for this game. They’re already committed to a very specific style of play (first-person, no multiplayer, to name just two big ones) and I think they’ll be just fine with their vision.

But thanks for playing consulting guy to people who have made games before.

If anything, they should be careful not to listen to TOO many suggestions from random people here when it comes to what each person wants in a “perfect” game for them.

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That’s exactly what I meant. All I want is for this to be a good game. I meant no disrespect to the team-you guys seem really cool, and I have a lot of confidence in you. Best of luck.

and you know this, how?

Seeking both a “serious-story-driven” and an “open-world-sandboxy” game is already the biggest possible feature creep imo… :stuck_out_tongue:

Well, we will see how CDPR will handle that with Witcher 3 first at least…so far everyone else failed quite miserably in making such a jack-of-all-trades RPG… :wink:

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That, I do sign right away.

Well if it came out 7 or 8 years earlier it would actually have been relevant :stuck_out_tongue:

i don’t know why he blamed widgets and graphics specifically for delaying the game 8 years. those are possibly the things with least impact on development.

"Broussard simply couldn’t tolerate the idea of Duke Nukem Forever coming out with anything other than the latest and greatest technology and awe-inspiring gameplay. He didn’t just want it to be good. It had to surpass every other game that had ever existed, the same way the original Duke Nukem 3D had.

But because the technology kept getting better, Broussard was on a treadmill. He’d see a new game with a flashy graphics technique and demand the effect be incorporated into Duke Nukem Forever. “One day George started pushing for snow levels,” recalls a developer who worked on Duke Nukem Forever for several years starting in 2000. Why? “He had seen The Thing” — a new game based on the horror movie of the same name, set in the snowbound Antarctic — “and he wanted it.” The staff developed a running joke: If a new title comes out, don’t let George see it. When the influential shoot-’em-up Half-Life debuted in 1998, it opened with a famously interactive narrative sequence in which the player begins his workday in a laboratory, overhearing a coworker’s conversation that slowly sets a mood of dread. The day after Broussard played it, an employee told me, the cofounder walked into the office saying, “Oh my God, we have to have that in Duke Nukem Forever.”"-http://www.wired.com/2009/12/fail_duke_nukem/

I just don’t want THIS to happen. That’s all. I doubt it will happen, Dan seems too smart for this, but I’m a nervous person by nature.

Godspeed.