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Why does 1C take so long with their games?!
Well?! The first movies of CLOD were in 2005 of the moving parts in the spit cockpit...
So CLOD was in development for a looooong time! And the end result we all know. The reason we have recieved little support for CLOD except for the last 6 weeks is that they have been working hard with the sequel... Well for the sequel they need to create a new landscape and some new planes and weather... Should this take 3 years?! 2011-2013... Isnt thay was is normally required to create a game from scratch?! This is not whining but just some questions i have! |
Depends on how detailed a game is I think. More important there is not enough good sim programmers in Moscow. No one wants to move here and learn Russian ) Luthier mentioned they are constantly looking for people and can not find anyone. Plus management mistakes that Oleg admitted.
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There is a lot more to a sim of this level than a typical fps the models are extremely detailed, the research required to fully generate even a single cockpit takes a long time.
Wish they would hurry up and make a 190 I still hope that it might arrive in a patch for the next game but we will probably only see it in the one after next :( |
From what I understand the sequel should not take as long.With Clod they started from scratch.Building the game and graphics engines.The sequel will use these engines so they have quite a head start.
Just my personal opinion.Not based on any fact or crystal ball.Since they are not starting the alpha until next year I do not expect to see the sequel before Christmas 2013.(provided we make it past December,21,2012) |
Myst V took five years... and that was just a "point and click" adventure
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Yes and with quite a head start it should take what? A year if ur whole team works on it?! I Have no idea... But 2011 is already gone... 2012 almost gone that is, say 20months already and... Since the told us for a ca 15-16 months already that almost the whole team is busy wth the sequel...
I heard from unofficial sources summer 2013 for the sequel... |
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The "sequel" arrive in two years, be sure! ;)
Sokol1 |
It was 2 years Il2 to forgotten battles then also to pacific fighter and two years again to 1946.
New sequel each two years. But that was the good old days with Oleg in charge. Now it is a year since unofficial announce of sequel, it goes alpha maybe in 2013, still no official announce, no profit coming from CoD we are told... If we ever see this sequel, it is not before 2014. |
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This is not whining but just some questions i have![/QUOTE] it's still whinning! |
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With short resources (money/personnel), the time of a project extends.
Many people don't understand that the computers thing is not just what you see on the screen, it's, far away, much more going on the background that you wouldn't even imagine. Building a game from scratch takes long time, if you need to build a game engine from scratch for that game, worst, and if you what to build one that does much more than any game engine around this world, you got there a top challenge. And that is what they did. There is no way to compare COD for exemple with GTA IV. They spent 100$ million dollars or even Killzone which had a budget of 45$ millions, and they built the games in around 3 years. Maddox budget was not even 1/5 of GTA. And they still managed to build a game engine that is much more than GTA IV game engine. From graphics maybe there are doubts, but from physics you can't even think about comparing those games. Sure that games are impressive, but they are 20% game engine, and 80% is modding. So they show up a lot of work done! COD was 70% game engine and 30% of modding. So at the end, 7 years past away and not much to see. But now with their kick ass game engine built and working. The sequels will be 20% game engine and 80% modding, and people will be just stoned of how impressive the maddox team is! "Releasing so many new stuff" Give time to time =) |
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Yes agree with the complexity.
Combat Flight sims are complex . . . you got physics of multiple things going on, on a 3D plane . . . sure we got 3D games but hey mainly operate off a 2D plane . . . FPS you can jump and run but generally you are stuck to 2D . . . games that have 3D with flight . . . like BattleField 3 aren't known for their accurate FM's . . . unless they are a dedicated flight sim. well we don't have it so bad . . . 1997 Duke Nukem Forever announced 2011 Duke Nukem Forever released yeah and at least IL-2 series is still being worked on unlike Duke . . . long version . . . http://voices.yahoo.com/timeline-duk...e-8643415.html 1997: Duke Nukem Forever is announced After the fantastic review of Duke Nukem 3D,creator 3D Realms decides to announce another sequel due for release in early '98. Immediately after the announcement, questions arose over the company's use of the Quake Engine. 1998: 3D Realms switches to Unreal Engine After having some problems with the Quake Engine previously used in development, 3D Realms decides to completely restart development of the game using the Unreal Engine, which was supposed to produce better results. 2001: Duke Nukem Forever is showed at E3 After some more troubles, 3D Realms decides to quiet the many rumblings by showing a snippet of the game at the Electronic Entertainment Expo. The demo was well received and once again put Forever at the very top of games "Most Anticipated Games" list. 2003: Duke Nukem Fights the Publishers After yet another long wait following the fantastic presentation two years prior, DNF is still not completed. Take-Two Interactive is now the publisher for the game and is quite disappointed in the development time. CNN reports a war of words breaks out that has Take-Two asking to take earnings write-downs because of the lack of progress on the game while George Broussard, co-owner of 3D Realms, responds with some not so friendly words. 2006: Things fall apart -- even more. Things just get worse for Broussard, 3D Realms, and Duke Nukem Forever. The game was not finished, even with Take-Two offering incentives to finish the game by the end of 2006. The developers obviously did not, and, because of the delays, employees began to leave the company, according to Shack News. 2009: Rock Bottom After spending $20 million of its own money and unsuccessfully trying to receive $6 million more from Take-Two, 3D Realms shuts down and suspends development, firing the rest of the staff, according to Kotaku. 2010: A Sliver of Hope Gearbox Studios decides to complete the game and announces this at the Penny Arcade Expo Sept. 2, according to MSNBC. The game was playable for the first time at the Penny Arcade Expo. 2011: A Long-Awaited Release After only nine months after the 2010 announcement by Gearbox, Duke Nukem Forever is finally released June 10, 2011. Although being in developmental hell for 14 years, after reading the negative reviews, gamers are now saying that it should have stayed there. |
Duke Nuk'em lol...
Anyway, a lot comes down to money/complexity and complexity coupled with our demands have increased. |
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This is a public forum. :twisted: |
Simple answer to topic: Not enough manpower. If a new game is developed from a big player, e.g. Blizzard, there will be around 200 persons working on it. Another 50 persons for marketing, controlling, comunity work...
Such a game costs millions of bucks and they are more and more reaching the production cost of big blockbuster movies. Another dimension, I think! Do not know, how much people are involved in clod or bom, but I would giess 20 overall! ;) or something like that. You must think of the fact, that clod sells only a few thousand copies all over the world and some short time ago, only around 100 people worldwide were playing online. So, how to make money with such an estimation.... That is, why I have much respect for small producers and what they are able to produce with such limited capacities. They are really living a hard life! ;) |
judging by the online players numbers cod sold more than any racing sim i know, far more
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Maybe some key talents are missing on this project, I don't know... |
I did not want to mention the factor about talents and skill. I do not judge, because I can't ;) But I have an opinion.... enough said ;)
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Most important is to have an open mind and take inputs from dedicated flightsimmers and really show that you listen and care and not only have your own agenda not caring what others think.... Thats how you lose customers.. |
+1
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