I seem to have spent much of it debating Sigil’s development of Vanguard, similarities I perceive between what went wrong there and want went wrong in WWIIOL’s launch. It’s strange being reminded that, in a way, I am still only a speculator on that. The story you hear from Rats is different depending on which Rat you talk to, but I’ve never once heard anything that made me believe my theories from pre-Ratdom were accurate.
The underlying causes are certainly different between Vanguard and WWII. CRS thought that they could tap their prior experience into saleable MMO development commodoties, and knock them into a demo product (WWII Online). Like Artefact Entertainment with Horizons, this undermined development of the actual game – while designers, artists, content creators etc were working solely on the game project, the programmers were really working on the product-project => Discord.
There was also discord within the individual teams because of the “warm bodies” policy of hiring; talent is not like Ribena. Do not dilute to taste.
Every WWII Online source and header file (well, until a year or two ago) has a line that says “Originating Programmer:”. Its not uncommon on development projects, but at CRS it seemed to be taken to heart with each file, if not structure or module, being a personal fiefdom.
I found it kinda amusing when some folks too my noting that I worked on WWII as some kind of boast ;)
That … amuses me. I’ve commented before on how I still feel undeserving of the title “Game Dev”. 4-5 years ago, my resume gave credance to my speculations on upcoming games amongst fellow gamers despite the lack of verifiable “hands on” experience. Now that I have that hands-on experience, I’m one of them, and my credibility shot ;)