I find what Eladrin is saying reminds me of the most downvoted post in reddit history.
Only one marked difference, the dev is actually apologizing and giving an argument that is quite too painfull to not be the truth: "Not finishing because he and his team couldn't make the deadline with summer holidays"
-> What do you think is the root cause for the problem of early release?
The reason for failure in my opinion is in a lot of ways the same as why the EA reddit post was downvoted so much, it is the monetisation of the games with season passes (dlc's). Gone are the days of Blizzard before activision when a game release was delayed without fear of apology. Blizzard Entertainment was famous for saying, "It is done when it's done," and declining to set release dates.
Why the game was released before it was ready? Well as in the opinion of Eladrin that is because the deadline is not "it is done when it's done" as Blizzard used to say, it is it has to be done as paradox already sold the game dlc's with the promised date of delivering it. It is because marketeers and sales made the decision when it is done. When the business model of pardadox has become famous for selling developped items (season passes) before developping them we should not be surprised that this could happen.
Take a look at some game history it is quite interesting to see what makes game companies fail and more often than not it is consumers seeing through the marketing and sales schemes, the lesson here for us as consumers is not to buy something if you don't know what it is (pre orders and season passes).
"Electronic Arts was voted the worst company in America not once, but TWICE!"
"The Deadly Decisions Destroying Ubisoft"
"Blizzard Accidentally Created Their Worst Enemy"
"The Controversial Rise of Rockstar Games"
I do think that developpers get rewarded for not monetising their games, see the release of kickstarter wasteland 2 (game with no dlc) and "The Controversial Rise of Rockstar Games" and how old original Blizzard devs continue "it is done when it is done" policy in Blizzards competitors: "Blizzard Accidentally Created Their Worst Enemy".
A second reason and this is speculation on my side as I don't know enough about game developping to understand if this was the case here. I think they tried to change the existing game too much in a dlc in what should have been a release of a new game called "Stellaris 2". If you are going to change a lot of core mechanics of the game, maybe better create a new one? To be honest I didn't recognize stellaris and how to play it anymore so for me the dlc was a new game. And if it worked with performance improvement it would have been a hell of a deal to get a new stellaris game for the price of a dlc.
I hope one point companies should realise that just as in a restaurant you don't have the sales department deciding how food should be cooked and when it is ready to serve, it should be in the end the food expert or chef deciding when the meal is ready. The food is done, when it is done. A game should be no different. And a chef should always taste its food before it is served. It reminds me of how the game industry used to be, Interplay's and Black Isle's motto, from back when Fallout first came: "By gamers, for gamers". And rockstar has been proven right in that aspect, game devs are rockstars when they use the approach of making games for gamers first instead of a sales driven approach first.
State of relase dev post:
Only one marked difference, the dev is actually apologizing and giving an argument that is quite too painfull to not be the truth: "Not finishing because he and his team couldn't make the deadline with summer holidays"
-> What do you think is the root cause for the problem of early release?
The reason for failure in my opinion is in a lot of ways the same as why the EA reddit post was downvoted so much, it is the monetisation of the games with season passes (dlc's). Gone are the days of Blizzard before activision when a game release was delayed without fear of apology. Blizzard Entertainment was famous for saying, "It is done when it's done," and declining to set release dates.
Why the game was released before it was ready? Well as in the opinion of Eladrin that is because the deadline is not "it is done when it's done" as Blizzard used to say, it is it has to be done as paradox already sold the game dlc's with the promised date of delivering it. It is because marketeers and sales made the decision when it is done. When the business model of pardadox has become famous for selling developped items (season passes) before developping them we should not be surprised that this could happen.
Take a look at some game history it is quite interesting to see what makes game companies fail and more often than not it is consumers seeing through the marketing and sales schemes, the lesson here for us as consumers is not to buy something if you don't know what it is (pre orders and season passes).
"Electronic Arts was voted the worst company in America not once, but TWICE!"
"The Deadly Decisions Destroying Ubisoft"
"Blizzard Accidentally Created Their Worst Enemy"
"The Controversial Rise of Rockstar Games"
I do think that developpers get rewarded for not monetising their games, see the release of kickstarter wasteland 2 (game with no dlc) and "The Controversial Rise of Rockstar Games" and how old original Blizzard devs continue "it is done when it is done" policy in Blizzards competitors: "Blizzard Accidentally Created Their Worst Enemy".
A second reason and this is speculation on my side as I don't know enough about game developping to understand if this was the case here. I think they tried to change the existing game too much in a dlc in what should have been a release of a new game called "Stellaris 2". If you are going to change a lot of core mechanics of the game, maybe better create a new one? To be honest I didn't recognize stellaris and how to play it anymore so for me the dlc was a new game. And if it worked with performance improvement it would have been a hell of a deal to get a new stellaris game for the price of a dlc.
I hope one point companies should realise that just as in a restaurant you don't have the sales department deciding how food should be cooked and when it is ready to serve, it should be in the end the food expert or chef deciding when the meal is ready. The food is done, when it is done. A game should be no different. And a chef should always taste its food before it is served. It reminds me of how the game industry used to be, Interplay's and Black Isle's motto, from back when Fallout first came: "By gamers, for gamers". And rockstar has been proven right in that aspect, game devs are rockstars when they use the approach of making games for gamers first instead of a sales driven approach first.
State of relase dev post:
Hello everyone!
We’re one day early with the dev diary this week, but I wanted to get this out to all of you as soon as possible.
The State of the Release
The Stellaris 4.0 “Phoenix” update and BioGenesis have been released.
BioGenesis is a fantastic expansion and I’m incredibly proud of what we accomplished with it, but I have to be honest - like its namesake, the free patch alongside BioGenesis has been a little bit on fire.
During the lead-up to the release, I was confident that we would be able to finish the revamp and clean up the most critical bugs. We fell short of that goal, and we’re committed to continuing to fix things until the 4.0 release is in the state it needs to be in.
While some suggested delaying the release until the game was in better shape, I wanted to keep as much distance as we could from the summer holidays. I was concerned about repeating a 2.2-style situation, where we couldn't provide full post-launch support for the game and it remained broken for too long. Like the 2.2 changes, however, I strongly believe that the system changes in 4.0 improve Stellaris and will give us the platform we need to rise from those ashes and grow for years to come.
I’m incredibly thankful for the passion of our fans and apologize for disappointing you.
EA most downvoted post:
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