Originally posted by Newjak
have you actually done large scale application coding?
An even better question would be, "Have you managed large-scale software development projects?" And the answer to that is "yes: many."
My point was, nothing you are I do for a living adequately compares to working on a $500 million video game. But if you're going to do the "I'm an expert in this field so I'm right", I'm a better example because the reasons this game fell short is so many areas is due to the Project Directors, Program Managers, etc. People who do what I do for a living. Those assholes. If you think a script-writer/code grunt are who people (in this thread) think are at fault , you're mistaken. Most of us know our video game development shit.
The developers at such a large organization working on such a large project have very little creative input into the process. They get minor project deliverables, they deliver them. That's their job. If they deviated from their deliverables, even if they are trying to be creative, that can be met with a termination. This is apex corporatized video game development: this is not an indy-dev team of 7 dudes right out of college.
You have to get up to the director level before you start hitting on the points we are bitching about.
For example:
http://creativeskillset.org/job_roles_and_stories/job_roles/328_creative_director_games
http://creativeskillset.org/job_roles_and_stories/job_roles/337_project_managerproducer_games
So what exactly is your point, again? I'll quote it (because I strongly dislike it when people strawman my points so I'll avoid doing that to yours):
Originally posted by Newjak
But you guys keep saying all this stuff should be easy yet I doubt any of you actually have any real large scale software develop experience much less game design experience.
Originally posted by Newjak
All I've said what I will continue to say is that people make it sound like large scale enterprise development is easy. Speaking from personal experience it is not.
To address that last quote:
It is easy: if you're not a moron. Here's what's great about these process areas: we literally have decades of refined and reformed best practices that can be used to make a best approach on these massive projects. Sure, new ideas and improved approaches can be undertaken but they are not going to create a paradigm shift in best-practice methodology (there are also multiple best practice approaches for the same project).
But, speaking from experience, this shit is easy as hell. From my perspective, the hard part is convincing investors to fund the project. Bungie got that. What happened afterwards (all the negative aspects of the Destiny game) is the fault of the higher-ups, NOT the low-level devs.
Originally posted by Newjak
It drives me crazy when you guys say these things are easy fixes cause their not. Especially when have so many aspects you are juggling together.
I don't know who said these are "easy fixes." They were certainly easy fixes 3 years ago. Now they would have to overhaul major aspects of the game to fix the many of the issues. Some of the smaller complaints, however, are extremely easy fixes.
Edit - I should point out that this game has always felt highly polished. This is one of the things that is on my list of "things Destiny did well." I have about 13 more bad things and then I'll post the top 10. I'll be posting the final lists to the Destiny subreddit (but I am making the list, here, first, so you gents can tear it apart, if you wish).