I mean, you didnt respond to my full argument and it wasn’t even that long. Unless you’re claiming rockstar studios didn’t exist before the development of gta5, creating studios, hiring, creating collaboration systems and the internal tools even outside the engine takes time.GTA already had all the gameplay design done, cars with third person shooting isn’t exactly innovative, and gta online is unimpressive in scope for a “MMO” as it’s entirely mechanically inferior to the player made mmo mods for san andreas and for god’s sake it’s peer to peer, im surprised you’d think this is a sane comparison, it isn’t.
i’ve seen a lot of misguided people create “lists of development times” both that are very favorable to or very unfavorable to cig, it depends on how long before the kickstarter you count and which games you pick but neither of us would say that infinity battlescape has been in development for 15 years. “Bug number” is also a bizzare way to guess at game development progress, bugs arent on linear curve with development time. Looking at how buggy something is to evaluate progress pre-release is… incorrect at best.
Personally i believe the “we have to include the players along the way” method has also lead to additional delay due to dev time spent polishing pre-release versions when in the long runs its easier to leave components broken until those entire systems get replaced (they’ve started doing this more with 3.0, though, which is good for long term dev time but bad for PR, for example, you) and before you start foaming at the mouth and say but “that hasn’t happened” we’ve had updates and modules to play since 2014, settling on stable builds when every game system is in flux and releasing them takes a substantial amount of effort. It’s easier when you’re working on one system at a time, but one system at a time doesn’t work for big studios, only small teams. You’d probably delete your post in embarrassment if you were picking builds out of indev versions of other big games, they dont even bother creating widely stable versions until release.
Also on netcode: It’s an issue because every object on the server, every npc, every ship, everywhere in the MMO instance is sent to every player, and those kind of processes are very CPU heavy. Their fix for this (called bind culling) was originally intended for 3.0 but got pushed back because it wasn’t ready yet. Netcode is the hardest part of game development by far so it’s hard for me to get the foaming at the mouth going over that, but you’ll probably find it easier than i do… There are a number of other related optimizations in the works they’ve gone into detail on in various posts and videos.
In general i subscribe to “delays are better than releasing crap and being unable to wipe the game to fix it”, i’ve seen countless “mmo” gaming projects take the release too early route, getting stuck with bad decisions that cant be fixed and im tired of the unwillingness to keep putting in effort. CIG continuously puts in that effort, they’re just obviously taking their sweet time. Like, i think its irrational to equate delays with “project is an abortion” but you know, once people are on the hate-wagon there’s no convincing them. Also, i herd battlescape is ded because it’s over twice the dev time as the alpha release estimate, i guess we can all stop using this website! Or, no.