Watch_Dogs – Verschiebung wegen dem Polieren

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Wer sich wundert, warum Watch_Dogs eigentlich um ein halbes Jahr verschoben wurde, bekommt nun die hochoffizielle Antwort: Man wollte mehr Zeit haben, um das Spiel richtig fertigzumachen. Neue Features wurden – selbst wenn es verlockend war – in dieser Zeit nicht mehr eingebaut. Stattdessen hat man sich darauf konzentriert, die ganzen einzelnen Elemente bestmöglich miteinander zu verbinden und das bereits fast fertige Spiel wirklich fertigzustellen.

Bei einem so großen Spiel brauche man laut den Entwicklern viel Zeit, um alle möglichen Situationen und Möglichkeiten zu erleben. Durch die längere Entwicklungszeit hatte man genau dieses Mehr an Zeit, um kleinere Probleme, Crashes oder auch nur komische Reaktionen von NPCs anzupassen. Anstatt ein nicht perfekt funktionierendes Spiel zu veröffentlichen oder unter höchstem Druck Fehler auszumerzen – was zu neuen Fehlern führen kann – konnte man sich so die nötige Zeit nehmen und das bestmögliche Ergebnis erreichen.

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We didn’t really start shoehorning features in one after the other. It’s tempting to start saying, ‘Oh, let’s add this and that, and we so wanted to add this,’ but the reality is we’d just end up repeating the same thing over and over again. Our new starting point was an almost-shipped game, so the smart move was to not touch too much. Let’s just know exactly what we want to change and deal with it in a very precise way. We already had a huge game. Now the thing was to make sure everything connected with each other in a nice way. We didn’t really add anything huge to the game. We just tweaked everything.

When everything started to connect to each other, we started to feel the limitations of certain reactions. When you have so many animations, so many audio bars to do, so much text to write… the amount of content is so outstanding that when you start to play the game, sometimes you hit something you’ve never seen before and it’s not right, so you need more time. When you’re in a closing phase like that, you don’t have the time to do certain things the way you would want. Suddenly, we had extra time on a game that you could play easily without crashing all of the time. And that was the new starting point. We could reintegrate or fix certain issues without the cacophony of hundreds or thousands of other bugs being entered every day and breaking something else. Everybody started fixing features, but in a very stable manner. The level of productivity and efficiency in the team was a hundred times greater because of it.

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