posted 11-17-98 01:15 AM ET
I've been a professional software developer for many years, so I have some very definite opinons on this subject.First off, it is NOT wrong to demand a product on time and also expect that it'll work the way it should. QUALITY and TIMLINESS are not mutually exclusive. Try giving a financial package to a bank months late OR with bugs and see what kind of response you'll get. You'll probably be out a wad of cash, and maybe the subject of a lawsuit for breach of contract (as has happened to more than one person I know).
If game companies were actually accountable to their customers, these problems would go away pretty quickly. It is NOT impossible to thoroughly test & debug a product if you do it correctly. Unfortunately the prevailing opinion in the gaming public seems to be one of acceptance of poor quality control, as can be seen in the previous messages in this thread. As long we go so easy on these guys, we aren't gonna see any improvements. (BTW, this is why I cheer the UO lawsuit, but let's not digress...)
Next, Octopus asks A VERY good question: if project deadlines are so hard to estimate, why don't we see any products being released BEFORE their deadlines? The obvious answer is that each person in the product development chain, from low-level grunt to project manager to marketing exec, has the natural human tendency to overpromise a little, hoping that they can deliver on time and thus look good in the eyes of their boss/client/sexy cubemate.
A less obvious answer is that if projects ARE by some miracle done on time, developers always want to spend that extra time cramming in "just one more feature". And believe me, there is ALWAYS one more feature. Then when there's a bug in that new feature, you miss your deadline altogether.
What I think it really boils down to is, how professional are these people? IMHO, the essence of professionalism is getting the job done WELL and ON TIME. Management should be able to anticipate the human factor (e.g.,. the "overpromising" & "urge to tinker" factors mentioned above), lay down the law to their employees, come up with a reasonable release date, and MEET IT.
In short -- delayed release dates/buggy releases = poor management. A company may have amazing technical & creative people but still be very lacking in the area of management.
In Firaxis' defense, the reason for SMAC's recent delay is (reportedly) that they decided to add a significant enhancement (better graphics) to their product when it was in the final stages of development. Otherwise they probably would've made their planned Fall release.
So, to respond to the initial post: Malachi said he thought it was ironic that the "same consumers" who clamor for on-time releases are the ones who then complain if the product has bugs. I'd be curious to know what data he used to reach that unlikely conclusion, but aside from that, I'd say, so what if they ARE the same people? See above for my reasons. Using your customers as unwilling beta testers is completely, utterly unacceptable in the business world; why should it be OK in the gaming industry?