These are some of the members of the decade club. For others - sometimes independent game makers building their dreams in their garages - the sentence can be a source of pride, carried out due to decisions made early in the development process, overly ambitious design docs, or sheer perfectionism. Some developers who toil on one game for that long regard their experience with benign bitterness, speaking frankly of the missteps that led to the innumerable delays: the product of lofty expectations, technical hurdles, mismanagement, or a lack of direction. Fumito Ueda’s ambitious The Last Guardian was released more than 10 years after his 2005 classic Shadow of the Colossus, due in part to technical hurdles associated with creating the protagonist’s leonine sidekick, Trico. The infamous Duke Nukem Forever charted 14 years from its announcement in 1997 to its final release in 2011, with many internal reboots in between. Ten years of late nights, dashed-off ideas, and half-functional prototypes for a bundle of living, breathing code.Ī decadelong development cycle is far from the industry norm, yet high-profile examples abound if you know where to look. For many, a decade of work could represent a house, a page on a resume, the title on a business card, or something less tangible - a feeling, even.įor some in the video games industry, though, a decade might produce a single product. What does a decade’s worth of work look like? You can start and finish almost any form of education establish a career raise a child build a thriving business.
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