kruler said: That's not how it works at all, not even slightly. you have the completely wrong idea on how this works. Its not about passing packets of work around the world in a 24 hour period, its about meshing project lines, it doesn't matter if the other project section is 2000 miles away or the next floor down.
Don't tell me I have the wrong idea, that's exactly what CIG were claiming was going to happen and it's for that reason I was calling it laughable...
It was mentioned in a few of their videos that this was how they expected things to work. That people in the US would be working on something for their shift and then pass it along to the guys in the UK to pick up when they started their day, by doing it this way they claimed work would get completed much faster than if they were a single studio. There have been many bizarre reasonings for expansion and the need for constant funding over the years.
rpmcmurphy said: No this happened after the major outsourcing. Part of the reason they grew so big is because they wanted to bring it all in house as opposed to using contractors.
There's been plenty of coverage about why their claimed MO was laughable. Jennison touched on it regarding the morale loss of having your art shared around for others to work on, how there was no sense of ownership or completion. You'd have character artists in the UK getting work from the US which would be wrongly specced, it was causing all sorts of havoc but that was the plan initially, hand off work at the end of a shift which is just a recipe for disaster. On top of that the blame game would start, which was made even easier because of the distance.
No it didn't, the moments where they started reorganizing the company and the outsourced companies started to stop their work with CIG was exactly what happened after the worse moments that SC has faced, that was about the same time that SM itself was facing the delays and they ended up having to start from scratch on it.
What are you talking about? They work by teams on each office, you don't have the same feature being worked on by different developers on EU/US developing the same feature code at once, you have teams working on their own relevant work for one feature, say mining, VFX team in UK do this, Audio Team in DE do that, Gameplay Programming team in US doing to programming level of it, etc...
The work has to always be handed off at the end of a "shift" because when the UK offices closes, they have to compile the most recent builds and push them so with the US offices starting work hours they already are in sync with the work done, and it logically should work like that otherwise you have different studios working in different build versions and that yes is a recipe for disaster.
You can land anywhere you want outside of a station.
But if you want a legal park space where your ship will be stored safely you need to request it so that they designate you a spot without crashing into others.
You can still land without requesting a spot but you will get a crime infraction added.
After a number of times you can turn criminal and become wanted so a mission will be generated for your bounty.
You can clean your criminal status by hacking a terminal in the security space station Kareah.
That is a pretty good trade off for the system. Is there any way to automate the landing request so it's a one-touch process? Maybe a landing and ATC on-board computer?
It's pretty straightforward and works more or less like this:
Comments
It was mentioned in a few of their videos that this was how they expected things to work. That people in the US would be working on something for their shift and then pass it along to the guys in the UK to pick up when they started their day, by doing it this way they claimed work would get completed much faster than if they were a single studio.
There have been many bizarre reasonings for expansion and the need for constant funding over the years.
What are you talking about? They work by teams on each office, you don't have the same feature being worked on by different developers on EU/US developing the same feature code at once, you have teams working on their own relevant work for one feature, say mining, VFX team in UK do this, Audio Team in DE do that, Gameplay Programming team in US doing to programming level of it, etc...
The work has to always be handed off at the end of a "shift" because when the UK offices closes, they have to compile the most recent builds and push them so with the US offices starting work hours they already are in sync with the work done, and it logically should work like that otherwise you have different studios working in different build versions and that yes is a recipe for disaster.