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Total War: Rome II and Creative Assembly – My Statement Ten Years On

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Re: Total War: Rome II and Creative Assembly – My Statement Ten Years On

#11
This is a fun one:

> As far as I know, the only significant example of a “human face” gameplay feature that made it into battles was the cinematic mode that allowed players to control an individual unit from a close third person perspective. This was similar to the unit camera that existed in previous Total War games, but arguably worse because it forced the camera very close to the unit, reducing players’ tactical awareness.

> During testing it became clear that no-one was using this feature, and design leads were unhappy that a feature they had spent a lot of time on was being ignored by players. They then announced that a combat bonus would be given to units while in this camera mode in order to encourage its use, which prompted controversy with programmers arguing that the camera mode should not influence the outcome of the battle.

> Eventually design leadership settled on the following compromise: The user interface would tell players that it gave a combat bonus, but the combat bonus wouldn’t actually be applied. They wanted to explicitly lie to players in order to trick them into using an unpopular feature so that they could save face. I honestly don’t know whether a combat bonus was applied in the end, it’s possible that the button is still lying to this day.

Re: Total War: Rome II and Creative Assembly – My Statement Ten Years On

#13
post #2

I can't believe it's been 10 years since this game came out. Rome I still has a special place in my heart. Probably spent more hours playing that game than any other. Even inspired me to read some Plutarch to learn about the lives of famous generals. Rome II was somehow a worse game. Especially weird because it came right after Shogun 2 and its amazing expansion pack which are the best games in the series bar none. Q…

If you ever feel like going back, the Divide Et Impera overhaul mod really, really elevates Rome II into a great game in my opinion. Very, very strongly recommended.

Re: Total War: Rome II and Creative Assembly – My Statement Ten Years On

#14
> Let me give you a concrete example that demonstrates the relationship between the programmers and design leadership, and led to problems that contributed to the bad launch state of the game. One of the main new features included in Rome II was combined land and naval battles. Since Empire we’d had naval battles, but they were completely separate from land battles, and the codebase had been developed without any expectation that they might one day be unified. What that meant was that you had one part of the codebase that handled land units and land-based combat, and another part of the codebase that handled ships and naval combat, and neither half had been designed with the other in mind. The battle programming team was asked to deliver combined land and naval battles as a core feature in Rome II, and our lead warned that combining those parts of the codebase would require a lot of the code to be changed, and that it would create a lot of bugs that we would spend most of the project dealing with, and we couldn’t guarantee that it would be stable by the end of the project.

> Leadership said to do it anyway.

I don't really see the leadership problem here to be honest, because of feature is difficult to do (because ambitious) does not mean it does not deserve to be done. I guess the problem was more that the time to execute was too short. An healthier way to respond would have been "Sure, but because of X and Y difficulties please consider the time to finish development will be increased by Z"

The developper sounds like he may have been a bit difficult to work with at times.

However I was shocked to learn that the game was not playable until very late, how could this allow any meaningful testing and feedback before going live?

Re: Total War: Rome II and Creative Assembly – My Statement Ten Years On

#15
Reading accounts like this has lead me to the conclusion that for any non-trivial sized project, the overall project management and effective cooperation between people (or often teams) is probably the hardest thing to get right.

And I’m not saying that it’s the “project manager(s)” who are the most important role, because most roles are actually equally important, if one role gets it wrong, the whole project has the potential to fail.

Let’s look at Hollywood movies quickly, your average person looks at headline names in movies like actors, directors and sometimes composers, but these roles while being essential contributors to a successful movie are by no means the most important roles within a movie project.

Movie projects are the work of hundreds of people and any successful movie is a somewhat monumental achievement of everyone doing their part at the right time so as to not delay parts for others and cause cost overruns. Think of shooting a scene, you have at least dozens or hundreds of people on a set and if someone comes unprepared on the day, they’re burning the salary and equipment rental costs for everyone and everything there.

Software development can be the same, rockstar or even smart developers aren’t the “most important” due to their coding skills on large projects. Of course competent technical skills are essential, but success is largely a factor of how effective communication is between all members of a project, this is from developers/QA/artists etc at the lowest level all the way up to the executives.

Everyone needs to be on the same page as to what’s most important right now, what the road ahead looks like, and spotting potential issues so they can be addressed.

According to this blog post, a large amount of the problems with Rome II were that everyone was working in silos and the risks and challenges of trying to integrate everyone’s work at the final hour was largely ignored by management.

Certainly project management here was largely responsible for the problems at launch.

Re: Total War: Rome II and Creative Assembly – My Statement Ten Years On

#16
post #2

I can't believe it's been 10 years since this game came out. Rome I still has a special place in my heart. Probably spent more hours playing that game than any other. Even inspired me to read some Plutarch to learn about the lives of famous generals. Rome II was somehow a worse game. Especially weird because it came right after Shogun 2 and its amazing expansion pack which are the best games in the series bar none. Q…

Our men are running from the battlefield! Shameful display! --- Good times...

Isn't that when the enemy general/army is running from the battlefield? At least I wouldn't call my own performance shameful.

Re: Total War: Rome II and Creative Assembly – My Statement Ten Years On

#17
post #14

> Let me give you a concrete example that demonstrates the relationship between the programmers and design leadership, and led to problems that contributed to the bad launch state of the game. One of the main new features included in Rome II was combined land and naval battles. Since Empire we’d had naval battles, but they were completely separate from land battles, and the codebase had been developed without any exp…

> However I was shocked to learn that the game was not playable until very late

That seems rather common for many projects? If you have so many pieces developed in isolation, putting them together only really starts to happen when you get higher time pressure.

Re: Total War: Rome II and Creative Assembly – My Statement Ten Years On

#19
post #2

I can't believe it's been 10 years since this game came out. Rome I still has a special place in my heart. Probably spent more hours playing that game than any other. Even inspired me to read some Plutarch to learn about the lives of famous generals. Rome II was somehow a worse game. Especially weird because it came right after Shogun 2 and its amazing expansion pack which are the best games in the series bar none. Q…

The AI was never good, but before Rome II it seemed like it either got a little better with each iteration, or at least, the parts that got worse had to do with incorporating new mechanics (Empire's AI was terrible, but it was pretty obviously because trying to jump from armies with swords and arrows to those with muskets and cannon was a big change).

Outside of the navel stuff, Rome II's combat wasn't wildly different from Rome I, Shogun, Medieval, etc. This made it kinda jarring what a step backwards it ended up being.

Re: Total War: Rome II and Creative Assembly – My Statement Ten Years On

#20
Reading this is bizarre, because I played a lot of Rome II and enjoyed it. I experienced very few problems with it (except the technology tree is tiresome and just feels like paperwork to navigate… I want an auto mode for that).

Some people just play things and enjoy things and have no idea that there is controversy.

Death threats over a game? jeezuss.

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