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How come CIG don't take a little time to update the design documents and let us know if anything has conceptually changed?asked by Hasamabas

TL;DRCIG doesn't keep updating old design documents because it focuses on the upcoming releases, since designs change with people and technology, and it revisits older designs when it's time to work on them.

Jared HuckabyHost, Community

Well, that's what we did last week with Intro to Jump Points. We literally just went over the entire design from start to finish of the current design, after years of saying it might be this or it might be this. Why we're not constantly going back and updating the old stuff: we work on the stuff that goes out soon. We work on the stuff that's right in front of us. It's in order to get 3.24 out, in order to get 4.0 out, in order to get 4.1 after that. Those are where our focuses are, because they have to be. Those are our immediate tasks. They take up all the brain space. They take up all the effort. We work on that stuff. If you remember, the folks who were here watching the old days of Wingman's Hangar and stuff like that: Wingman's Hangar was a great show, but if we're being completely honest, a lot of things were said in that show that don't apply to Star Citizen today. The problem with projecting out too far is that people change. Ideas change. Technology changes. You discover you can do something new that you couldn't do when you had that original design, and so then your design changes. You discover that you can't do something that you originally wanted to do, and so your design changes. New people come in with brand new ideas. Nobody wants to hire into any game studio when you're full of ideas, you're full of experiences, you're full of knowledge, and come into this environment like, oh well, every decision has been made. Every decision was made in 2013 and there's nothing for you to contribute. There's nothing for you to add to the project. You're like, oh well, why am I going to be here? I'm just going to go somewhere else. So a lot of new people who join the project have new ideas, new thoughts, and we like to synthesize all that information and use it. One of my favorite things about CIG, and I've said this before, is that we're never afraid of the better idea. When the better idea comes along, the only thing that matters is: do we believe it to be a better idea? If we believe it to be a better idea, we go with that. Sometimes it's not. Sometimes we try a thing and it's not the better idea. It's like, we all thought it was the better idea; now we know it's not; let's look for another better idea. That's game development and not game construction. But that's the reason why there's not a whole lot of time... I don't want to speak for every single game studio in the world, but you'll find this at quite a lot. I've been in this industry since we launched World of Warcraft at Blizzard back in 2004. You'll find this in a lot of places: you tend to spend your energy on the things that are right in front of you. This release, next release, and the release after that, because there's too much that can change in my world, in your world, in our world, in the technological world. That means that whatever plan you make for three years from now is likely not going to be in place three years from now, because there's just too many other variables that change it. So that's the, I was going to say short answer. It's short for me. That's the Jared answer for why there's not a lot of time spent constantly updating old design docs of stuff that we're not going to be working on in the next three to six to nine months. So when it comes time to work on those things, then we revisit the design docs and we make the decisions and the updates with the people that we have, with the technology that we have, with the process that we have. And we find that that's a much more effective manner, and it reduces a whole lot of wasted time and a whole lot of wasted and unfortunate heartbreak, because we haven't filled your heads with a bunch of stuff that we're not certain we can do, which is what we used to do way back in the day. We're just more responsible with it now, is the short answer.

Star Citizen Live›Gamedev: Making FOB·
Published on this date.26 Jul 2024