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It seems to me that SC/SQ42 development is proceeding at breakneck speed. How does the development pace compare to other games you've worked on? Also, how do you handle the extremely high standard that is being set because it must take considerably longer to get each step completed to "CR" quality but the backers continuously clamor for MOAR!asked by Flint Nefario

TL;DRAfter a joking non-answer, they say development is fast because the company, pre-production and the public product are all being built at once, and that Chris's quality feedback pushes them to higher standards.

So, how do we handle the extremely high standard? Well, I'm actually indentured to Travis. I met Travis in a Serbian prison camp, and he took a knife for me once, and I've been indebted to him ever since. So I promised that I would uphold and champion his standards.

[Laughter]. It's a similar story for me, except just with Chris and Serbia, so I really don't have much to add there.

I thought it was a Turkish prison camp>TD: Oh, that might have been it. Yeah I get this all... kinda that region... my geography's bad. My buddy is having a wedding in Costa Rica, and I thought "oh, what part of the Caribbean is that in?" then I looked at Google and I went, "oh, Travis, your geography!" [shakes head].Um, okay. How do we handle the breakneck speed? So actually, yeah lets say that the development does happen very quickly. One of the things that I think a lot of people don't fully appreciate is that during the development of this game so far, we've been building a company, doing pre-production on a game, and developing something that we're shipping to the public. So all 3 of those at once would normally happen, well at least where I've worked before has normally been a company that exists, and is a thing, and is large. The product that we're working on has 6 months to 12 months of pre-production before any real production takes place. And then we move into starting to develop what is known, the concrete plan, metrics, standards, everything. But with this we're kind of developing it along with you guys as we go, so you're getting to see it from even the very basic foundations. So that has been an interesting challenge - it also is kinda what makes it a lot of fun. I would say with that in mind that we are developing extremely quickly. I'm constantly impressed by the sheer volume of patches and content that we put out to the community. It's gonna be a long ride, so I think it's good to get as much as we can out there along the way.As for the "CR" level of quality, yeah, there are times I think that people have been frustrated or disappointed that they work on something for a really long time, and it's, you know, "oh, it's gonna be great! it's gonna be great!" and Chris looks at it and he has a whole bunch of critiques of how it could be a little bit better. You know, that's always disappointing, but then you come back at it, and you look at it and you go, "oh my god, yeah - it really does look better," and you kind of implement that feedback, and it's always, for me at least, has helped me to push my standards higher for what is acceptable in a game, what I'm proud of. And I really enjoy the emphasis on quality, 'cause I've definitely worked on games where quality is not the emphasis - the emphasis is getting it shipped - and so I think that for the community, well, you're really privileged to have somebody that cares that much about quality.

That, and we are just as committed to it. We have an incredibly talented group of developers, artists, engineers, programmers. And to kind of echo what Travis said, it's hard not to be impressed with the speed that these guys and gals turn out content. They're incredibly talented, incredibly skilled, and they do it under a lot of pressure. And so when Chris gives his feedback it's because we all have that same perfectionist attitude, that we wanna see this thing not only surpass your guys' expectations, but our own. And like I said before, we have just as high expectations for this project as you guys do, and as Chris does, and we want to see all of us have that same unified vision come to fruition. If it's something that when we release it to the public, if we're not all on board then what does that say about us? We want to make sure that that quality is there, so when it is released you guys can enjoy it, we can enjoy it, and we can point at it proudly... "yeah, WE worked on this! We did this."

Yeah that's actually... that's a good point. Like there's so many times I'll be sitting at my desk and I'll turn to Chris, and I'll be like, "can we just take all the crowdfunding money and invent a time machine, so we can go to the future and play this game with everybody?" [laughs]

10 for the Producers›Episode 01 (2014.12.08)·
Published on this date.8 Dec 2014