Hard to be a God Post-Mortem
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Category: News ArchiveHits: 975
In this piece, Vladimir Kovern (project lead) and Vldimir Nikolayev (Burut manager and the internal product of the project), frankly speak of these difficulties, that the developers encountered along the way. Amongst the main problems should be noted the working schedule proposed by Akella, the owners of the game conversion of the famous novel of the Stragtskii brothers. It provided for the separation of responsibilities for the development of design: game-design and scripting of the game remained with the publisher, the work on the engine and content with the Voronezh studio [Burut - trans]cRPG.ru notes the article may be too one-sided in putting all the blame on Akella, but it's pretty obvious that the cooperation between Akella and Burut did not go well.
(...)
Absolutely foolish and unacceptable were:
* The separation of responsibilities for scripting and the engine/content between two companies (it is necessary to tear the feet off whomever devised that schedule)
* To allow a situation where the scenarist was responsible for design
* To suffer a producer, with whom there is no common language.
The game is set for English release by Nobilis in mid-April. Expect our review around that time, and see if we agree with cRPG.ru's assertion that this is a game with "a couple of interesting ideas and typically average realization of the rest."