From the steam page, not sure if this is trustworthy..
This is an entry from one of the most popular sites from Turkey (it's sort of a turkish reddit) which I think have some very valid points for the struggle of release date. I directly translate what it says.
Entry date 17.06.2017
Guys the situation is not like you actually think it is, nobody is stalling us off. Turkey has just been learning what game development actually is. I am going to approach to the situation in a different point of view and explain everything, read til the end.
This year, around about February, I had a chance to talk to a developer and a graphic designer of mount and blade II bannerlord from taleworlds in Istanbul:
I asked why the game is so delayed. As you imagine, they said that they faced with a lot of problems while they were working on the immersion of the game. They said something like that. For example, one of the questions that I asked about it was;
Question 1:
- Will castle walls, buildings or other static objects be destroyed with catapults or other siege weapons?
- (Developer) yes, we are working on those things but there is a problem.
(i make it simple for you)
Let's say the building is destroyed. Particles from the destruction will be all over the place, small or big particles from the building flying. We are talking about a multiplayer game. If we calculate an explosion momentum with a simple physics calculation, and we scatter particles from the destruction randomly, how would that be like? it looks like a good solution.
Let's assume I am the player, a particle is just in front of me, but it is not at the very same location for another player. because particles are also scattered randomly on his computer and the same particle is located at a different position for the other player. now, will I pass right through that particle or that particle will block me from passing through? now you will say "why you scatter the particles from an explosion on every computer seperately? just calculate it on the server and send the same information of scattering patterns, time, velocity etc. to all computers that are connected to it.". Well, I wish. If that happens, we'll have vast amount of variance, calculation for a tiny bit of particle. a server needs to calculate for every collusion or destruction. so, servers probably die. tell us if you see any game that uses this method.
Another question is about design.
Question 2:
- Who decides how the costumes, environment, shield and armors should be like?
(Direct answer)
- (Graphic Designer) Every single thing comes from Armagan Yavuz. He tells us it's gonna be like this and this, we design it according to his instructions. We don'T know anything before he tells us about it. Before designing, an extensive research is done about clothes, shields and armors for historical realism and then, we design.
Answer of the first question is just an example, they also work on immersion intensively to make it more immersive and try to solve possible problems. all the immersion, graphical upgrades and AI etc. We ask for it and they are trying to do their best to make it happen and to feel satisfied with the results.
Taleworlds
This is not a massive game company. Armagan Yavuz is just an entrepreneur. Taleworlds starts with just 2 people and made from the scratch. It is independent and still on their start-up level, they do not have an army of software developers. just 50 employees... and mount and blade is something Armagan Yavuz imagined in the past, it is like his child. He is involved with every department, from software development to design, everything. So, of course, he says no to anything he is not satisfied with.
Bannerlord Project Development Period
Game Development Companies in Turkey hasn't known how should it be done yet. Taleworlds is the best one but they still don't have enough experience and they are on their start-up period, as I said. If we consider Bannerlord's process of project development. We are such a community that wants them to add things in the game. Armagan is the architect, so we and Armagan are the product owners which asked the development team to do things. The tasks are making a new game engine, reforming things, adding things that we are or are not aware of.
Scheme: http://noop.nl/wp-content/uploads/Simple-vs--Complicated-vs--Complex-vs--Chaotic-2-pi.jpeg
These tasks are anarchy for many developers, which are in the field of unknown technology. So it is a -we know there is something to be done but we don't know how we do it using which technology- sort of situation. First, they need to learn which technology they need to use to do a specific thing, and then learn the technology and start doing it. (Almost none of the tasks are in the category of chaotic for the tasks of software projects that were previously outsourced)
most importantly, tasks are not determined unless Armagan tells them. Constant feedbacks and flowing wishes keeps the release date undetermined