![]() If you think turning something over to a large community of people who are just as talented, just as creative, and just as devoted as official team members (albeit unpaid) is foolish or stupid or never as good, then I hope you never have to supervise anyone or run a business. Having 15 people working on a piece is far superior to having 2 people. Imagine what we'd have right now almost 4 years after the initial release of Sins if the AI was script-able from the very beginning? It wouldn't be on par with a human player who camps out on ICO most days, but after 4 years of free development by the community, the official developers could take what works and use it with their own tweaks and then send it all back out to us to continue working on. Making the AI script-able, mod-able, changeable by modders and players of the game allows for a far superior AI to be created. ![]() ![]() ![]() The more time they spend on AI, the more other parts suffer, the more they spend on the other parts, the less goes into the AI. The development team has to focus on a lot of different things, and can only follow a game for so long after it's release before they have to get to work on other projects. If it's what the players want, then it doesn't matter who does it, as long as it get's done.ĪI scripting is one of the hardest things to do and get right. OFFICIAL DEVELOPMENT FOR A FEATURE IS ALWAYS SUPERIOR THAN DEVELOPMENT FOR THE SAME FEATUREĭevelopment is development.
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