aaron552 said:
Why are Valve and Bioware on that list?
..because CS and the Source engine has been a work in progress for as long as the engine has existed? Half-Life 2 was, at launch, something that you wouldn't quite brag about in terms of stability, or lack of artefacts, or edges that didn't fit perfectly, or corners in the dark parts without walls and colours, and so on..
But hey, we forgave that, because the games were fun, and Half-Life 2 didn't run well on any computer that existed at the time when the game launched anyway - so whatever.
Bioware - have you played Neverwinter Nights? The first game? Or the expansions? What about Jade Empire - now that was one crazily bugged game. Fighting mechanics.. man.. Loved the story, though, and the graphic style, so hey. Then we have Baldur's Gate. It does, as a matter of fact, have a MONSTROUS AMOUNT OF BUGS IN IT!!!!! But it was such a huge game, so.. Kotor 1 had a couple of broken quests - one of them featured in an article on this site, because the guy who wrote it apparently managed to make it to the first mission before starting to write.
Anyway, the thing is that most of these games came out for PCs that had vastly different architectures and setups. And while obviously it's easy to point out the difference between logical bugs in mission scripts, versus game-engine problems that cannot be pinned down specifically (i.e., broken quest-flags versus the loot while aim-mechanic in Fallout3 and New Vegas).. at least if you actually have played games before.. We all expected those bugs. It wasn't a plus, or something that made the games better. But it was expected that some of those bugs happened.
With Morrowind, on the other hand, and various games that turned up at this particular time. And now all the way to Dragon Age and so on - that actually were made by relatively large studios - we've seen something else. We have sloppy programming routines that end up in two problems: very streamlined writing and quest-composition. Since the mechanics for crafting quests and integrating them into the engine - developing a toolkit - isn't big on the agenda. Along with shoddy execution of scenes that could very likely have been a lot better if they were polished more. That's what we have when the developers are not rewarded for doing their jobs well, and when publishers are rewarded for pushing out games as fast as possible. Even when we know that game-studios are more than large enough now to actually support more than that garage-developer style that we did accept more than 10 years ago.
In addition, developing now does not entail looking at vastly scaling hardware, and solutions to tweak the game to very different architectures. This is something that becomes more and more easy as consoles/multicore computers dominate the market. ...unless, of course, you're Obsidian, and need to cut content in order to get the game onto an xbox mastered dvd.
Anyway. So why does Shamus pull out Obsidian as the horror-example of how games are shoddily developed? I don't know. Maybe it's another great overture to actually calling attention to how modern games developed by fairly large companies shouldn't actually have bugs in them. By.. drawing out the big, big, bad wolf here: Obsidian Entertainment. The big player.
(And by the way, the NWN2 engine and toolkit improved a lot over NWN1.. How does Shamus not know this?)