KG_Jag
10-10-2008, 07:18 PM
This is the thread:
http://www.battlefront.com/community/showthread.php?t=84156
This is how Battlefront started it:
Hi all,
In another thread someone asked about our plans now that CM:SF Marines is out. This question came up in second thread, and I think even a third one, this week. So I guess I should post my response here and sticky this thread for a while.
Our plan is to release a Module every 3-4 months. This should hold true for the British Module as well, but this is the first Module that we've not done "in-house" so there are some variables. Personally, I think things are going VERY well.
There are many threads on this Forum, some dating back several years, that explain the development philosophy we now have. Here is a very quick overview:
Title Release This is a major release, such as CM:SF and the initial CM:Normandy (name is still a placeholder) game. These are full priced products ($45 most likely) that offers enough game content to warrant that price. Specifics are based vary, but generally speaking shifts in geographical setting, timeframe, major shifts in units, fairly big new features, etc. combine to create a new Title.
Module Something that builds directly off of a Title product. Usually in the form of new units only, but not necessarily limited to that. For example, a game feature may be added because a new vehicle requires some sort of behavior not present in the game up until that point. However, such game features are specific to the needs of that Module.
Family this refers to a Title and its Modules.
Updates, be they bug fixes or improvements, to the game itself are always made to the Title product. This way you will never, ever have a situation where two people are playing different games because of what Modules they do, or do not, own. The fixes/improvements may be more applicable to one Module or another, but that's incidental and not really relevant.
Bug fixes and tweaks to things specific to a Module are released as their own stand-alone patches. For example, if we find that a bit of data is wrong for a Marines only vehicle, then we will release a Marines patch specifically to address that problem. This is necessary because the Modules are separate EXEs with their own data and supporting resources. Again, such fixes/tweaks are specific to Module content and therefore don't affect gameplay in any general sense like patches to the Title do.
Our plan is to make Module releases every 3-4 months, Title releases every 12 or so. Patches are released on an "as needed" basis with no hard cutoff in mind. At some point we'll say "this particular product is no longer supported" just like we eventually did with CMx1 games. However, since the basic code is going to be in use for such a long time it is possible that if someone pulls the rug out from under us that we will be able to offer a fix even if the game is several years old. In other words, if OpenGL 5 in the future breaks something we use now, we'll have to fix the code we're currently working with to use OpenGL 5 correctly. Those changes will hopefully be viable for us to offer previous customers, even if technically speaking their products are not supported. This was simply not possible with CMx1 since the code was not in use by the time various technology changes caused problems.
And this related post from a different thread from a few days ago:
The second [WW2 Title, WW2 Normandy being the first] will pick up where Normandy leaves off and go through the end of the war. Because of the terrain, weather, and equipment changes in the Fall of 1944, what follows is basically an entirely different game from our perspective. Far too much for Modules to handle.
What this means is that after the initial Normandy release is out one group will be busy making Modules for it (British in Normandy, Arnhem, etc.) while the usual suspects start working on the late war stuff. This allows us to not only do the big changeover correctly, but it also gives us the time needed to continue adding major game enhancements to the system as a whole.
One of the major benefits of the new Module system is that we can stop having the grunt work (adding TO&E, models, art, scenarios, campaigns, etc.) compete with improving the game engine itself. From the customers' perspective this is great because there is both a steady flow of new stuff to play as well as a steadily improving game engine all within a fairly compact amount of time compared to CMx1. It also keeps us from burning out trying to do too much all at once, which is great for us but also good for you guys since happy developers are more productive developers.
And now for something new http://www.battlefront.com/community/images/smilies/biggrin.gif
In about 2003 we set up our strategy described above. IIRC we told you guys about it in 2005, and took quite a bit of flak for it. Still do http://www.battlefront.com/community/images/smilies/biggrin.gif Some people simply don't understand that the CMx1 strategy was an unsustainable concept for us and that it had to change. If we were given a choice between doing more CMx1 games, or repeating that strategy, and making no games at all... we'd make no games at all. Yup, it was far more fun for you guys playing them than it was for us to make them. Fortunately, we chose to make CMx2 instead of applying for "real" jobs.
Now that our first Module is out, it is a fair question to ask... "so, how goes the new strategy?". I'm pleased to say that the doom sayers, who predicted before and after CM:SF was released that the new concept would fail, are wrong. It was just wishful thinking on their part http://www.battlefront.com/community/images/smilies/wink.gif The fact is that we sold more Marines Modules in the first 3 days post release than we expected to sell in its lifetime. Yup! And believe me, our sales predictions were not pessimistic. So here's a big thanks to you guys out there for the first tangible vote of confidence that we're headed in the right direction.
[note. The following two paragraphs were added on 10.7.08]The CMx2 game engine is not a monolithic product with a set of features that basically remain unchanged over the life of the engine itself. That was the way we did things with CMx1 and it was, largely, out of necessity because the code was difficult to work with. Instead, CMx2 is designed to evolve over time. Features we don't have time for today might show up tomorrow. Stuff that people aren't as thrilled about now will possibly be changed later. Things that people see as having great potential will be expanded upon, while features that don't seem to get people's hearts beating will not be expanded upon. So on and so forth.
The point is the game engine is an ever evolving platform for our wargaming hobby. It will never, ever have everything you guys want to see in it, but it will continue to have more than any other game company is willing (or even capable of) providing. Some will be unhappy with specific decisions we make, others will be overjoyed about the very same ones. The first rule of wargaming design work is to realize that you can't make everybody happy, therefore someone is always going to be upset. Focus on the wrong group and that will be the last game you make. Fortunately, we get to make that decision since it's our butts on the line http://www.battlefront.com/community/images/smilies/biggrin.gif
As you can hopefully see from the above posts, we're really just starting the CMx2 strategy. By this time next year things will really be in full swing. A little behind schedule (we spent about 1 year longer making CM:SF than anticipated, 2 years if you include the patches up through v1.10), but time is on our side now. The ever evolving CMx2 game engine will keep on going, evolving and improving as we go instead of stagnating and perishing like the old inflexible and difficult to use CMx1 code.
Thanks again for your feedback and dedication!
Steve
http://www.battlefront.com/community/showthread.php?t=84156
This is how Battlefront started it:
Hi all,
In another thread someone asked about our plans now that CM:SF Marines is out. This question came up in second thread, and I think even a third one, this week. So I guess I should post my response here and sticky this thread for a while.
Our plan is to release a Module every 3-4 months. This should hold true for the British Module as well, but this is the first Module that we've not done "in-house" so there are some variables. Personally, I think things are going VERY well.
There are many threads on this Forum, some dating back several years, that explain the development philosophy we now have. Here is a very quick overview:
Title Release This is a major release, such as CM:SF and the initial CM:Normandy (name is still a placeholder) game. These are full priced products ($45 most likely) that offers enough game content to warrant that price. Specifics are based vary, but generally speaking shifts in geographical setting, timeframe, major shifts in units, fairly big new features, etc. combine to create a new Title.
Module Something that builds directly off of a Title product. Usually in the form of new units only, but not necessarily limited to that. For example, a game feature may be added because a new vehicle requires some sort of behavior not present in the game up until that point. However, such game features are specific to the needs of that Module.
Family this refers to a Title and its Modules.
Updates, be they bug fixes or improvements, to the game itself are always made to the Title product. This way you will never, ever have a situation where two people are playing different games because of what Modules they do, or do not, own. The fixes/improvements may be more applicable to one Module or another, but that's incidental and not really relevant.
Bug fixes and tweaks to things specific to a Module are released as their own stand-alone patches. For example, if we find that a bit of data is wrong for a Marines only vehicle, then we will release a Marines patch specifically to address that problem. This is necessary because the Modules are separate EXEs with their own data and supporting resources. Again, such fixes/tweaks are specific to Module content and therefore don't affect gameplay in any general sense like patches to the Title do.
Our plan is to make Module releases every 3-4 months, Title releases every 12 or so. Patches are released on an "as needed" basis with no hard cutoff in mind. At some point we'll say "this particular product is no longer supported" just like we eventually did with CMx1 games. However, since the basic code is going to be in use for such a long time it is possible that if someone pulls the rug out from under us that we will be able to offer a fix even if the game is several years old. In other words, if OpenGL 5 in the future breaks something we use now, we'll have to fix the code we're currently working with to use OpenGL 5 correctly. Those changes will hopefully be viable for us to offer previous customers, even if technically speaking their products are not supported. This was simply not possible with CMx1 since the code was not in use by the time various technology changes caused problems.
And this related post from a different thread from a few days ago:
The second [WW2 Title, WW2 Normandy being the first] will pick up where Normandy leaves off and go through the end of the war. Because of the terrain, weather, and equipment changes in the Fall of 1944, what follows is basically an entirely different game from our perspective. Far too much for Modules to handle.
What this means is that after the initial Normandy release is out one group will be busy making Modules for it (British in Normandy, Arnhem, etc.) while the usual suspects start working on the late war stuff. This allows us to not only do the big changeover correctly, but it also gives us the time needed to continue adding major game enhancements to the system as a whole.
One of the major benefits of the new Module system is that we can stop having the grunt work (adding TO&E, models, art, scenarios, campaigns, etc.) compete with improving the game engine itself. From the customers' perspective this is great because there is both a steady flow of new stuff to play as well as a steadily improving game engine all within a fairly compact amount of time compared to CMx1. It also keeps us from burning out trying to do too much all at once, which is great for us but also good for you guys since happy developers are more productive developers.
And now for something new http://www.battlefront.com/community/images/smilies/biggrin.gif
In about 2003 we set up our strategy described above. IIRC we told you guys about it in 2005, and took quite a bit of flak for it. Still do http://www.battlefront.com/community/images/smilies/biggrin.gif Some people simply don't understand that the CMx1 strategy was an unsustainable concept for us and that it had to change. If we were given a choice between doing more CMx1 games, or repeating that strategy, and making no games at all... we'd make no games at all. Yup, it was far more fun for you guys playing them than it was for us to make them. Fortunately, we chose to make CMx2 instead of applying for "real" jobs.
Now that our first Module is out, it is a fair question to ask... "so, how goes the new strategy?". I'm pleased to say that the doom sayers, who predicted before and after CM:SF was released that the new concept would fail, are wrong. It was just wishful thinking on their part http://www.battlefront.com/community/images/smilies/wink.gif The fact is that we sold more Marines Modules in the first 3 days post release than we expected to sell in its lifetime. Yup! And believe me, our sales predictions were not pessimistic. So here's a big thanks to you guys out there for the first tangible vote of confidence that we're headed in the right direction.
[note. The following two paragraphs were added on 10.7.08]The CMx2 game engine is not a monolithic product with a set of features that basically remain unchanged over the life of the engine itself. That was the way we did things with CMx1 and it was, largely, out of necessity because the code was difficult to work with. Instead, CMx2 is designed to evolve over time. Features we don't have time for today might show up tomorrow. Stuff that people aren't as thrilled about now will possibly be changed later. Things that people see as having great potential will be expanded upon, while features that don't seem to get people's hearts beating will not be expanded upon. So on and so forth.
The point is the game engine is an ever evolving platform for our wargaming hobby. It will never, ever have everything you guys want to see in it, but it will continue to have more than any other game company is willing (or even capable of) providing. Some will be unhappy with specific decisions we make, others will be overjoyed about the very same ones. The first rule of wargaming design work is to realize that you can't make everybody happy, therefore someone is always going to be upset. Focus on the wrong group and that will be the last game you make. Fortunately, we get to make that decision since it's our butts on the line http://www.battlefront.com/community/images/smilies/biggrin.gif
As you can hopefully see from the above posts, we're really just starting the CMx2 strategy. By this time next year things will really be in full swing. A little behind schedule (we spent about 1 year longer making CM:SF than anticipated, 2 years if you include the patches up through v1.10), but time is on our side now. The ever evolving CMx2 game engine will keep on going, evolving and improving as we go instead of stagnating and perishing like the old inflexible and difficult to use CMx1 code.
Thanks again for your feedback and dedication!
Steve