Man, that story of deadlines and the tools brings back bad memories of my first job out college working QA for a medical software company - "So you want to check that bug fix? Sorry, you have to wait overnight for a compile. Oh, by the way, your deadline is 8:00 am. Just remember, people's lives are riding on this stuff. No pressure."
It would seem the article confirmed a lot of what everyone suspected, but now I have even more questions about the processes of the dev team:
(1) Did the writers and leads just not talk to each other? Like, at all? The article kind of gives the impression that the leadership team was shocked by the low-quality of the supercut, but it would seem like they should have at least had some idea of what was going on with the story long before that point. For example, the way the originally planned plot was super linear was completely at odds with the design philosophy of "let players go anywhere." It doesn't help that the lead team seems to contradict themselves a bit on that point:
"Everyone I spoke to agreed on one point: Bungie’s senior leadership, including Jason Jones, didn’t like what they saw. Some in the studio took issue with the rhythm of progression, which would have shown players all four main planets—Earth, the Moon, Venus, and Mars—within the first few missions of the game. (Obviously the moon isn’t technically a “planet,” but in the parlance of Destiny, the two are interchangeable.) According to one source, Jones also told the team that he wanted a less linear story—one in which the player could decide where to go at any time. That became one of Destiny’s key pillars."
I mean, opening up all the planets in the first few missions would seem to meet the goal of "player's deciding where to go at any time" and since there would need to be some form of mission progression for the story to make sense, so I can easily see how the story team would have decided to write the narrative this way. To me, that feels like a major miscommunication that could have been done away with if there had been a little more direction from on high about just what was wanted.
(2) Regardless of the quality of the supercut, it seems like a really panicked decision to throw out nearly everything just a year before release. On top of that, the article implies that the story was re-jiggered by technical people without a lot of writing experience. After that, it's easy to see how the chief writer left on bad terms and the rest of the staff became pretty demoralized. That supercut must have been epically bad.
(3) I'd be interested in learning more about just how difficult it is to improve a tool set. If it really does take an entire day to make little tweaks to a level, I would think stopping the presses to make the tools more manageable would have been a worthwhile investment of time and resources. Then again, I know next to nothing about programming and development, so maybe that's next to impossible.
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