LordOfAll
Recruit
Software Development is an ugly thing.
This is especially true when it is undertaken by many people with teams that are handling segments of the code yet that code must function as a 'whole', yet without one part of the code colliding with another. In the world of software for gaming, the development environment is even worse as all development team 'errors' are out there in public forums and negative comments abound.
I used to develop software for commercial use but I was lucky in that it was customized per individual client. I have worked with software that absolutely HAD to suit MANY end-user scenarios and so had tp please just about everyone. This was a nightmare as decisions were always under constant scrutiny.
IMHO, the devs for 'Bannerlord' are doing it right.
Being 'right' is not always going to make a lot of players 'happy' ... doing the 'right thing' technically is not going to win over a lot of people except those that appreciate what it takes to get it right. The 'right thing' to do for 'Bannerlord' is for the devs to stay focused on their original vision and yet be flexible enough to accommodate valid end-user input. They MUST stand firm in their decisions against tremendous headwinds and not give in to 'the tyranny of the urgent' ... making ill-advised compromises just to please a few.
The recent rumor/decision to revamp the game code is one of those. For millions of lines of code with multiple segments and devs it is unavoidable if the game is to be what it should be. Do you want 'Fallout 76'? BSW did everything wrong, not just technically but also 'socially' by just plain disrespecting and ignoring their customer base. Hell, the bad code in the 'Fallout' series just gets passed from one game to the next with absolutely no attempt to fix it. Truth be told, it is the modding community that has saved 'Fallout' and 'Skyrim'.
Not so with 'Bannerlord'
It is also necessary to remind people that from the get-go this was a 'pre-launch' game. You KNEW this and yes, YOU are playing the role of software QC! This is the methodology that will lead to what the game will finally look like when it 'formally' launches. The goal is to have the feature-sets that are popular and WORKABLE with the user community. Also, when it happens, this game should certainly sell for higher than it is now.
You and I knew all this going in (and I love it!) It feels as though I am contributing to the final product. I cannot fly to Turkey and argue my suggestions in person and even if I could and did, I would still be ignorant about what the game engine could accommodate. The 'forums' are the next best thing. Someone is listening!
'Complaints' about the game need to be formulated and submitted as 'constructive' criticisms but most importantly need to have the context of 'what would you like to see?' i.e. make suggestions. The onus is on YOU to let the developers know your ideas and suggestions for improvement. Unwarranted and vehement criticism is just 'noise' and should be ignored as is proper.
Also, note that the game might not be in the 'phase' of development where your 'criticism' falls. For example, now may not be the 'right time' to address a 'balancing issue' when other aspects surrounding that must come together first.
So, please just take a 'chill pill' and enjoy the game as I am doing, warts, pimples, and all. I find it fun.
When I trained many corporate students as a Microsoft Instructor, my best advice when they would moan and complain ... and even weep ... when the 'labs' didn't work was I told them the best attitude to have is NOT to expect the software to work. This way you are rarely disappointed. When it does work, what a marvelous surprise!
Coming from gaming in the late '80's, 'Bannerlord' is an absolute miracle!
Also, THIS IS JUST A GAME. It is NOT your life. If it IS your life, then you have problems way beyond the scope of the game.
See you on the battlefield!
This is especially true when it is undertaken by many people with teams that are handling segments of the code yet that code must function as a 'whole', yet without one part of the code colliding with another. In the world of software for gaming, the development environment is even worse as all development team 'errors' are out there in public forums and negative comments abound.
I used to develop software for commercial use but I was lucky in that it was customized per individual client. I have worked with software that absolutely HAD to suit MANY end-user scenarios and so had tp please just about everyone. This was a nightmare as decisions were always under constant scrutiny.
IMHO, the devs for 'Bannerlord' are doing it right.
Being 'right' is not always going to make a lot of players 'happy' ... doing the 'right thing' technically is not going to win over a lot of people except those that appreciate what it takes to get it right. The 'right thing' to do for 'Bannerlord' is for the devs to stay focused on their original vision and yet be flexible enough to accommodate valid end-user input. They MUST stand firm in their decisions against tremendous headwinds and not give in to 'the tyranny of the urgent' ... making ill-advised compromises just to please a few.
The recent rumor/decision to revamp the game code is one of those. For millions of lines of code with multiple segments and devs it is unavoidable if the game is to be what it should be. Do you want 'Fallout 76'? BSW did everything wrong, not just technically but also 'socially' by just plain disrespecting and ignoring their customer base. Hell, the bad code in the 'Fallout' series just gets passed from one game to the next with absolutely no attempt to fix it. Truth be told, it is the modding community that has saved 'Fallout' and 'Skyrim'.
Not so with 'Bannerlord'
It is also necessary to remind people that from the get-go this was a 'pre-launch' game. You KNEW this and yes, YOU are playing the role of software QC! This is the methodology that will lead to what the game will finally look like when it 'formally' launches. The goal is to have the feature-sets that are popular and WORKABLE with the user community. Also, when it happens, this game should certainly sell for higher than it is now.
You and I knew all this going in (and I love it!) It feels as though I am contributing to the final product. I cannot fly to Turkey and argue my suggestions in person and even if I could and did, I would still be ignorant about what the game engine could accommodate. The 'forums' are the next best thing. Someone is listening!
'Complaints' about the game need to be formulated and submitted as 'constructive' criticisms but most importantly need to have the context of 'what would you like to see?' i.e. make suggestions. The onus is on YOU to let the developers know your ideas and suggestions for improvement. Unwarranted and vehement criticism is just 'noise' and should be ignored as is proper.
Also, note that the game might not be in the 'phase' of development where your 'criticism' falls. For example, now may not be the 'right time' to address a 'balancing issue' when other aspects surrounding that must come together first.
So, please just take a 'chill pill' and enjoy the game as I am doing, warts, pimples, and all. I find it fun.
When I trained many corporate students as a Microsoft Instructor, my best advice when they would moan and complain ... and even weep ... when the 'labs' didn't work was I told them the best attitude to have is NOT to expect the software to work. This way you are rarely disappointed. When it does work, what a marvelous surprise!
Coming from gaming in the late '80's, 'Bannerlord' is an absolute miracle!
Also, THIS IS JUST A GAME. It is NOT your life. If it IS your life, then you have problems way beyond the scope of the game.
See you on the battlefield!
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