> 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…
> "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"" In practice this never goes as smoothly as you think. It's a constant antagonistic battle between management and the people on the ground doing the work. Let's face it, the devs also want to have a chill time and develop at their own pace (because it allows…
Marketing, HR, Sales and the aforementioned finance are all things that a frequently trivialised on hn, but none of them would be an easy transition for your average engineer.
I am not in gaming but I run finance at an organisation that has a lot of engineers.
1) I spend a lot of time explaining what our organisation does to our finance team. This is rare in my experience. 2) giving up on engineering focus to want to become commercially focused is a big step, and not one everyone is going to want to take. Imagine suddenly being dragged into a meeting with your holding company to explain why your project is losing money?
Overall I can't believe that they develop games like this. If you have a game about battling in Japan, and you want to make a game about battling in Rome...why does that need any programming at all? New maps, new units etc.... then maybe use it as a chance to launch the latest version of your game engine