People Can Fly is grateful to Square Enix, but acknowledges that development is a very complicated process.
As video games have become more and more intricate, their creation has increased in complexity proportionally, and cases like Cyberpunk 2077 are a recent reminder of this. But, ahead of the premiere of the Outriders demo, Bartek Kmita, creative director, shed a little light on the problems implicit in the art of producing electronic entertainment and, incidentally, clarified that setbacks are not always the responsibility of the developers.
“There is always someone in the company with an ax that we call time or money. And basically, not everyone is always throwing an unfinished game because … I don’t know why! Maybe they ran out of money or time, there is a budget and this kind of thing, ”Kmita explained, not without first stating that Outriders is as finished as possible at this point, prior to the demo, which will serve to polish and correct the missing defects.
There are many things that can happen during the creation of the game and you cannot predict everythingKmita accepted that there are exceptional cases, where the size and independence of the study, allow investing almost unlimited time and resources to a project, but in most cases, there is a limit. “There are a lot of things that can happen during game creation and you can’t predict everything. It is a false misunderstanding that delays or problems are always the fault of the developers or the planning or something like that. Not everything can be controlled. So I would avoid pointing fingers at developers, thinking that they are the ones who launch the incomplete games because they are ambitious and want the quick money to do something else. Of course that can happen sometime, but I can’t speak for other studios. We’re talking about ourselves now, that we have this ability to release as polished and finished a game as we can and thanks to Square we have the ability to do this. “
It should be remembered that Outriders suffered some delays that Kmita attributed precisely to the desire to improve the quality of the experience, but that it would not have been sustainable without the support of the publisher, since these movements “always cost more money,” he added.
The dilemma of getting out on time
Bartek Kmita’s answer allows us to see cases like Cyberpunk 2077 with a more complete perspective of what the development process of a video game involves, while antecedents such as No Man’s Sky, Fallout 76 or Anthem are also very current.
That said, Bartek Kmita is also right in saying that there are companies that are guided by other parameters, such as Blizzard, whose founders, just last week said they remain firm in the ideal of not debuting prematurely, since they only have an opportunity to make a good impression on the players.
Outriders debuts on April 1, but the demo of its prologue will be available on PC, Xbox One, Xbox Series, PlayStation 4, and PlayStation 5 starting February 25.
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