I used to wonder why betas looked cooler than the final products until I began getting involved in game design. From my experiences the process of making a game starts out with a "sky's the limit" mentality with lots of room for experimentation and brainstorming. In those periods, developers and artists experiment with processes which sometimes end up taking back seat to practicality.
I had a concept for a game wherein the monsters would all be procedurally generated from a database of torsos, legs, and heads. I made a test run of it and it worked just fine, but halfway into the actual game content I realised it was going to cause some serious problems with bounding boxes. The only way I could think of fixing it was to go back and re-draw every asset within strict dimension constraints which would set me back a good 2 months. In the end I chose to create a standard set of monsters that looked good, and behaved properly in order to continue forward.
Anyways, iD says their games will be done "when its done" but like any other developer in the business, they have to assess what works, what doesn't, and what will be the most effective way to create something entertaining within a timespan shorter than Duke Nukem Forever
And in the professional, business side of the whole thing, you have to deal with questions like "if i put this in, will we turn away publishers?" or "is there a market for this type of game?"
it's a headache, and sometimes the end result becomes something much different than what's said in any press release or magazine interview. All you can hope for is that it'll still entertain.
I had a concept for a game wherein the monsters would all be procedurally generated from a database of torsos, legs, and heads. I made a test run of it and it worked just fine, but halfway into the actual game content I realised it was going to cause some serious problems with bounding boxes. The only way I could think of fixing it was to go back and re-draw every asset within strict dimension constraints which would set me back a good 2 months. In the end I chose to create a standard set of monsters that looked good, and behaved properly in order to continue forward.
Anyways, iD says their games will be done "when its done" but like any other developer in the business, they have to assess what works, what doesn't, and what will be the most effective way to create something entertaining within a timespan shorter than Duke Nukem Forever

And in the professional, business side of the whole thing, you have to deal with questions like "if i put this in, will we turn away publishers?" or "is there a market for this type of game?"
it's a headache, and sometimes the end result becomes something much different than what's said in any press release or magazine interview. All you can hope for is that it'll still entertain.
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