Game development decisions to be more flexible going forward

Discussion in 'General Discussion' started by Arkah EMPstrike, May 19, 2019.

  1. Arkah EMPstrike

    Arkah EMPstrike Avatar

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    Soemthing I heard in chris' stream that was interesting is that they plan to make development for the game more flexible going forward.

    He said this means having more freedom to decide on-the-fly if a particular feature or bug needs to be picked up right now or prioritized for later, without adhering as tightly to their schedules.
     
  2. macnlos

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    More flexible is code for we have to scrap everything we planned and do things as we can.
     
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  3. Scoffer

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    Goodbye crafting specialisation....
     
  4. Arkah EMPstrike

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    According to what was said, there will continue to be planning, but it will not be adhered to at the cost of things that they think should take immediate priority.
     
  5. Mac2

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    Classic scoffism :).
     
  6. Girlsname

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    Hello Episode 2, this is Episode 1 calling, from the year 2069.

    Edit: lol
     
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  7. Astirian

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    Someone's had their scoffee this morning!

    ..
    ...

    :D
     
    Last edited: May 19, 2019
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  8. Cordelayne

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    Goodbye Episode 2 and more importantly, an Episode 1 Quest/Story Overhaul.
     
  9. majoria70

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    Well flexible is good imo. I don't think popular upcoming systems should or will stop coming. Devs being more hands on in game should help to make systems better to include details that make them more fun. I'm sure specialization will still come in and it will come in even in a better form if devs work with players during the process to improve it right then and there.

    Much better than how things were developed before where things got added in then took years to make them anything people want to do or well many things it never happened like brewing. If this is the fun making time then let's bring it on.
     
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  10. oplek

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    More chaos! Less order!
     
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  11. GMDavros

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    Wish i'd heard that discussion. More freedom for whom to decide? Who do they consider the single product owner? If it comes down to anyone on the dev team deciding at any given moment, i don't see how it will make things better. They are operating in an agile framework. Agile delivery can be very powerful but if you cannibalize it for expediency it will be a straight up nightmare.

    Fenris
     
  12. Gravidy

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    > "I have always found that plans are useless, but planning is indispensable." Dwight D. Eisenhower
     
  13. Daigoji Gai

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    Arkah, it is well known you are awesome, but you are performing a huge public service transcribing the goodies Chris seeds in his streams for those of us that occasionally have to miss them.

    Bravo good sir. You deserve a hug and a fruit basket!
     
  14. Daigoji Gai

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    I think a lot of people are overthinking this. This is just Jira re-priortization which takes a few clicks in Portfolio. Much ado about thing.
    They aren't being 100% beholden to currently defined tasks in their scope table to quickly address "low hanging fruit."
    [​IMG]
     
  15. Leinad Laurelwreath

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    And will we get some information about how is this gonna change @Chris ?

    Spreading rumors and incomplete information in livestreams is not a good way to communicate.

    (Also thanks a lot @Arkah EMPstrike for your work on this!)
     
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  16. Earl Atogrim von Draken

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    Seriously folks. If this would be a normal dev process you wouldn't even be privy of that kind of stuff. So don't blow it out of propotion.
     
  17. Scoffer

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    And this is exactly what worries me about the whole thing. Crafting is pretty much dead until specialisation comes in but it was scheduled for next release. With this model if you give one of developers a choice between making a blue muffin (3 hours work) or fixing crafting (1 month work) the low hanging fruit will always win and complete system changes will get re-priorritized into the great black void (Jira) never to be seen again.

    If there is no deadline or roadmap for certain features they will never get done.

    A much more sensible approach would be to stagger the releases and alternate what type of work is being done:
    R66 = Crafting changes
    R67 = non critical bug fixes, quality of life improvements and low hanging fruit
    R68 = New land / scenes for Episode 2
    R69 = bug fixes, etc etc
     
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  18. GMDavros

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    That was kind of my point. Sprint level prioritization/re-prioritization needs to be done by the Product Owner. Presumably the individual who has the overall vision of the product road map, not the individual developers in the scrum. Having said that, it's entirely up to Portalarium. It's their company, their product. I'm in no position to tell them how to run their shop.
     
  19. Daigoji Gai

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    That isn't necessarily the case. On the flip side you could argue 20 minute quick bug fixes can be overlooked with being solely focused on big updates and new features.
    You can find pros and cons with any process - no solution is a perfect fit for everything and the process needs to be tailored to the team skills and resources available.
    IMHO: Chris' videos over the past few weeks, as he squashes bugs and fixes things including on SATURDAYS, has provided compelling evidence this decision may work best for them. I say wait and see; it is not worth worrying about this change.
     
  20. Tiina Onir

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    A proper Ep. 1 quest overhaul has never really been in the works as far as I can tell, and by "as far as I can tell" I mean I asked @Lord British about it during one of the panels at SotACon.
     
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