Why Is [Insert Game Product] Late?
A lot of projects from a lot of game companies are late. I don’t find this at all shocking, at least in part because I have projects of my own that are not just horrifically behind, but (at least to public eyes) look like they’ve had no progress for weeks or months.
But for those who want answers and don’t have access to the creators of whatever project they feel is unreasonably late, here’s a table of reasons whatever thing you wish you already had is late. Tongue in cheek… but also a lot of grains of truth.
- Roll twice. The first roll is the main reason the game product is late. The second roll is something that happened while the first roll was being dealt with, making it later.
- Nothing went wrong with the project. However, because game industry professionals always have multiple projects in the pipeline, an even older, even later project had an issue that delayed it, and that must be addressed before the project you are concerned about gets finished.
- While the publisher wasn’t dealing with major issues, a printer, distributor, freelancer, or shipper was, and that delayed things. By an unknown amount of time. We don’t have an eta yet. We’ll update you as soon as we know anything.
- Dog ate it.
- While only three days of work time was lost when a historic icestorm took the power out and killed cell phone access, it turns out that throwing out spoiled food, getting new groceries, getting emergency prescriptions to replace ruined insulin, clearing debris, calling insurance companies, checking in on elderly family members, and dealing with a three day backlog of emails, direct messages, and voicemails can take much longer than the time the power was out. Some issues take hours to deal with weeks and months later.
- Mental health issues. In this case, normal mental health issues that could have delayed the project in any year.
- Mental health issues… brought on by 2020. That might be a response to the pandemic, political turmoil, issues that call for protest, attacks from someone else flipping out over something linked to this year, or any of a dozen other things hammering this year.
- Aliens took it. … They may have been dog aliens.
- One or more of the creators is so overwhelmed that while they can dedicate time to trying to get the project out, when they do no useable creative work happens.
- A delay from someone else, linked to 5, 6, or 7, is serious enough other creatives need to take time to make sure the most impacted person is safe and okay.
- It was always going to be late. Let’s get real. It’s just worse because, you know, 2020.
- Time lost to having to have meetings virtually (rather than in person), and make plans to try to deal with the ever-shifting landscape of the industry, and answer questions publicly why projects are late, and try to find alternatives to plans made earlier in the pandemic which are already not viable, not only eats into time to actually make products, they tend to interrupt numerous times per day so what time can be applied to making progress on the delayed project is broken up and inefficient compared to conditions back when the project schedule was written out.
- All the time that should have gone to working on the project was wasted screaming into a pillow. And collecting bigger, more sound-absorbent pillows from other locations in the home.
- It’s hard to get much done when you are woozy from selling plasma, which you can do twice a week if you want the big donation bonuses… I mean the money has to come from somewhere.
- The pandemic, and the shutdowns and economic challenges it brings, have caused cash flow to drop so seriously that the project doesn’t have the money budgeted for some part of it. That work now has to be done in-house or by the lead creator, who has to squeeze it in around all the rest of the demands on their time.
- [This space left intentionally blank. Otherwise filling it would have taken so long, this blog post would have been late. The irony is not lost on us.]
- As the game industry takes hit after massive hit, time was taken to see if any Federal aid was available to make up for lost income, or to pay freelancers, to to act as a bolster for the downturn. Whether aid was found or not, the labyrinthine process of finding what options exist, reading the rules to understand if they apply, getting documents together, applying for the program, answering questions that come up, and letting others know what did and did not work, took enough time that an entire hardback book could have been written with the same effort–if anyone had a reason to think it would sell well right now.
- Time-travelers came from the future to delay the publication, claiming that if it was released on time, somehow things would get unimaginably worse.
They looked… haunted.
- With all the joy and inspiration sucked out of them by nonstop horrorshows in their life, the creators just gave up. They aren’t happy about it, and hope to get to it later. When the world seems less terrible. If they haven’t moved on with their lives and let the industry behind forever.
- The creative team loved the game, the project, the fanbase, and the industry, and is working on the “Better late than bad” principle. Stated simply, this principle says “If a project is late, it’s only late until it’s delivered. If it’s not given the time and resources it needs and is bad, it’s bad forever.”
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Posted on November 6, 2020, in Business of Games, Musings, Silliness and tagged Essays. Bookmark the permalink. Leave a comment.
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