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- Don't Starve: about 3 years
- Astroneer: ~3 years in Early Access
- Star Wars Squadrons: about 3 years
- Mass Effect 1: ~4 years
- Sims 2: about 4 years
- Rimworld: 5 years in Early Access
- Minecraft Dungeons: about 5 years
- Fallout 3: about 4 years with Bethesda, +2 years with Interplay
- Alan Wake: 6 years
- Valheim: ~6 years so far (Alpha 2017 to 2021, Early Access February 2021)
- L.A. Noire: 7 years
- Spore: 8 years
- Too Human: 9 years
- Team Fortress 2: ~9 years
- Owlboy: ~10 years
- 7 Days To Die: 10+ years (still in Alpha) <===
- Prey: 11 years
- Diablo 3: 11 years
- Camelot Unchained: 11+ years (still in Beta) <===
- Kenshi: 12 years total, 5 years in Early Access
- Star Citizen: 13+ years (still in Alpha) <===
- Duke Nukem Forever: 14 years
- Metroid Dread: 15 years
- Unreal World: 20+ years
* <=== Denotes games still in development. This list is of course, not complete. It was originally created to show people that Valheim being in Early Access for 2 years is pretty standard. People complained that it 'took too long for too little updates' when in fact, the game had a ton of updates. So to give people perspective, I was trying to show them that fast development isn't about having more people, but rather, how much resources and access developers have. Resources and access are not exclusive to just funding, but a combination of that plus experience, licensing, connection, design, and tools for creation, plus other nuisances of life.
Yeah. Now define "in development" for us. You cant probably, its rhetorical far as these forums are concerned. IRL you can define it sure, but not here.
So - I refuse to believe zomboid, 7 days, and whatever the heck unreal world is, were "in development" for 52 weeks of the year, 5 days a week, during 8 hours of business hours, enjoying only weekends with their families.
Nah. Whats actually happened while these were "in development" is probably... launch an alpha, make some money, go "oh F look at this FING MONEY WE HAVE", slack off, take vacations, buy a house in a suburb outside of Dallas, have a crew of 6 work 4 hours a week for 6 years straight, then realize "oh crap this is gonna take forever", finally hire some people with the millions$, publicly say TFP is "60 employees now", when in reality its actually 15 with 45 other people who come in once a year to record voice lines. Nothing wrong with that. IMO you, we, have no right to feel any negative emotion about that aside from Envy. I sure feel that anyway! But thats probably what happened.
The reasons companies like Bethesda, Blizzard, others take forever to develop probably include that theres so many rules, bureaucracy, 7 levels of managers for a single approval, thousands of hours of testing... whatever. It takes a while. Budgets, boards of directors, human resources shoving performance reviews down your throat, you name it.
The reason development here and with other... "Indie?" (outdated word I feel) developers is a swing in the complete opposite direction. No rules, no approvals, just some dude and his brother going "k now undo this and do this". Nate the steamer dude (hes cool) showing it off, and FaTal actually doing something. There's not thousands of hours of testing in each alpha iteration. Its not required and its pretty obvious as the consumer. (Had they played anywhere beyond 21 days in this A21 release they'd realize how horrid the crafting vs magazine balance is). "but people were clamoring for an update". Not an excuse, so stuff it.
FaTal is the only one who I've thus far discerned actually does anything with this game. There are others surely, NO - knowing them is not some moral and ethical right we have the choice to invoke. None of our business.
If it matters I'll take the "no board no approvals no HR" route any day. But if anyone thinks this game has been under 10 years of consistent, persistent, linear development... you're crazy. Total nonsensical guess on my part, going off nothing but optics, but the chances that a single TFP employee has spent 40 or 40+ hours M-F , working on this game, even ONCE in the last 5 years, is very unlikely to me.
Perhaps around the time Richard ran his mouth with release dates, perhaps around the A17 crunch and deliverables... and definitely right around the launch itself. I'm sure these are cases where there was a pulse beating at TFP and it was probably beating fast.
Beyond that... cmon man. What do the optics tell you. You think at 9:15AM Monday morning CST they're all on some call hashing out whats gonna happen for the day? Lol....
If you condensed TFP into an actual corpo work scheduld M-F 40 hours a week at least, 2080 hours a year, I'd venture to say this game took 2 business years worth of development. Total.
I'm just spit ballin and stool-posting here. Offtopic afterall. Id love to know what others think about this.