>> |
09/01/10(Wed)23:45 No.71980XXX>>71980866 From the man himself Chris Avellone >If
I could go back to when I started mid-way through the project and was
in the same situation? No, for logistical reasons. I'm sure the other
leads felt the same way and so did our Project Director (who became
Project Director at this time), and our Project Director who took on the
role at this time saved this game from cancellation - or worse. We had a
team that was low on morale, that felt like they didn't own the work
they were doing (if you keep trading areas and design elements every
other month, you can't focus on carrying something to completion), who
were on the tides of iteration, and being able to go in there, give
people ownership of interface, systems, an area, a Hub, make decisions,
add more RPG elements, add more reactivity, restore focus and get rid of
the blockages that were keeping people from moving ahead with work was
satisfying. It took a while, and it was tough, and some of the decisions
weren't ideal, but you can't always be in a perfect situation with
development, so you do what you can. We had little to no time to redo
anims, redo character models, redo locations from previous iterations,
so we did what we could with what he had, and it made sense to us for
the time frame (even when the time frame kept changing, we had no clue
the release date would be what it became, and we didn't work toward that
release date).
>I'm proud of
what we did during that time to help get the project going, organize the
design staff, kill a lot of problems, and try to use what assets,
locations, and story elements we had to work with to make a game that
worked and took RPG elements in a new direction. |