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343 Industries tarvitsee lisäaikaa, ja panostaa Halo Infiniten kehitystyökaluihin

Bonnie Ross on 343 Industries -firman pomo, joka hiljan nimitettiin The Academy of Interactive Arts and Sciencesin Hall of Fameen. Puhuessaan US Gamerille hän paljasti, että Halo 4:n kehityksen aikana tiimi laitettiin mankelin läpi…
Markus Hirsilä 22 helmikuun 2019

Bonnie Ross on 343 Industries -firman pomo, joka hiljan nimitettiin The Academy of Interactive Arts and Sciencesin Hall of Fameen. Puhuessaan US Gamerille hän paljasti, että Halo 4:n kehityksen aikana tiimi laitettiin mankelin läpi niin sanottuna crunch-aikana. Tästä luvattiin ottaa opiksi Halo 5:n kehityksessä, mutta lupausta ei kyetty pitämään. Tämä aiheutti kriisin kehittäjien keskuudessa.

Nyt 343 Industries haluaa välttää vastaavan tapahtumisen kolmannen kerran. Sen vuoksi he ovat ottaneet lisäaikaa kehittäessään Halo Infiniten kehitystyökaluja, jotta crunch-puristus voidaan välttää.

Kerro alla kommenteissa, oletko valmis odottamaan peliä kauemmin tietoisena siitä, että pelinkehittäjät voivat paremmin töitä tehdessään.

"Yeah, with Halo 4, just given the nature of being a brand new team that had not worked on the Halo engine before, we did put the team through a really bad crunch. Obviously we had a ton of feedback that that was not a great thing. And one of the reasons is that the Halo engine is a very technical engine, which means it's a lot harder for artists and designers to get content into the game. So we promised the team that for Halo 5, we would do the work. And we did a ton of work to improve the engine along the way, but we promised them that we would do the work to really create tools and pipeline that was easy to work in so that we could help prevent crunch."

"And we didn't do that for Halo 5. It ended up being a bigger game than we thought it was and we didn't have time. When we shipped Halo 5, it definitely was a point of, I think, crisis with the team. Crisis might be not the right word, but it was a point where the team was like, 'You promised us and we're not doing crunch again.' And they were right."

"That's why we've taken a bit more time—usually it's three years between every Halo—to really do the investment in the engine and the tools and pipeline, and we're still working on it. But we showed it at E3 last year, and it is basically trying to create an environment that we can build the game better, faster, and ideally, you know, prevent crunch. I think there will always be with any game, I think there will be times where we need to work longer hours. But I think that we need to be really deliberate with that because it's not fair to the team, and the team doesn't want to do it. And so we're trying to work out how do we create the best environment to hopefully mitigate that."

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