<p dir&equals;"ltr">Development Hell&period;  This mystical place is a haven of paper pushers&comma; idea men&comma; and marketing gurus all standing around a giant&comma; oblong&comma; finely polished wooden table&comma; passing their papers back and forth&comma; trying to figure out what to do with an idea in which they’ve sunk too much money&period;  &OpenCurlyDoubleQuote;Development Hell” is a term that was crafted for the film industry describing when a production company options source material&comma; then spends years trying to figure out how to get the story from concept to big screen&period;  While the term may have been coined by the film industry&comma; it has found a new home in video game development&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135805 " id&equals;"quads-ad135805" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p dir&equals;"ltr">With video games&comma; Development Hell is a strange beast that can strike at any time&period;  It rears its head&comma; affecting jobs&comma; the production process&comma; and the quality of a product&period;  Development Hell doesn’t refer to the delays that often plague video games&comma; which is requested by studios to sometimes tighten up experiences and make sure they are providing the best quality product&period;  Development Hell is something deeper and more sinister&comma; that takes titles from the limelight&comma; brings them behind closed doors&comma; turns them into something completely different&period;<&sol;p>&NewLine;<p dir&equals;"ltr">Why does Development Hell take such a strong hold in the video game industry&quest;  Generally it is because the development process of a video game is so malleable&period;  Video games normally start with a concept&comma; the a prototype&comma; then work their way to alpha&comma; from alpha to beta&comma; with builds and parts of builds bridging the gaps in between&period;  It is inevitable that these processes will run into trouble somewhere along the way&period;  Sometimes concepts don’t come together as one might have thought&comma; so the game goes through a constant revision process that scraps old ideas&comma; and experiments with new ones along the way&period; Even great games run into trouble and are forced to push their release&period;  However&comma; when team aren’t able to recover from the unavoidable hiccups&comma; publishers get nervous and that’s when the real trouble starts&period;<&sol;p>&NewLine;<p dir&equals;"ltr">I had a great mentor in college who taught me to never trust delays&period;  Delays happen&comma; sometimes with good reason&comma; but most often they are a lighting the way for trouble&period;  The recent story of The Bureau&colon; X-COM Declassified is the perfect example of delays leading to bigger issues&period;  Currently playing through Declassified&comma; there are two stories of this game&period;  One side is explained in <a href&equals;"http&colon;&sol;&sol;www&period;polygon&period;com&sol;features&sol;2013&sol;8&sol;19&sol;4614410&sol;xcom-the-bureau-development-2006-2013">Polygon’s recent article <&sol;a>about what Development Hell can do for a game&comma; the other is that The Bureau is just a bad game&period;  2K Australia’s difficulty getting the game to come together&comma; missing alpha stages&comma; and failing to mesh with 2K Marin is largely responsible for the decline of the title&period;  That is not to blame 2K Australia&comma; who were burdened with plenty of side projects which kept them preoccupied when they should have been allowed to worked on the X-COM shooter&period;  However&comma; the continued silence from 2K should have been the real indication that the game was falling apart&period;  Delays are one thing&comma; but when studios like Naughty Dog or Rockstar have delays&comma; they still push out content consistently&comma; keeping the public aware of the game’s progress&period;  A total radio silence&comma; like that of 2K’s on The Bureau&comma; is the biggest indicator a game is in Development Hell&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p dir&equals;"ltr">Earlier this year&comma; Aliens&colon; Colonial Marines provided another example of Development Hell&period;  Published by Sega&comma; who gave the project to Gearbox Studios to develop&comma; Colonial Marines found itself in a radio silence akin to the previously discussed X-COM Declassified&period;  After a demo of the game left everyone excited&comma; and put Alien&lpar;s&rpar; fans in a tizzy&comma; the game spent five years hindered by delays and dodgy interview responses&period;  There is much speculation about how the game was developed&comma; however TimeGate Studios has been reported as shouldering the majority of the work as Gearbox moved key pieces to continue work on Borderlands 2&period;<&sol;p>&NewLine;<p dir&equals;"ltr">However&comma; when it comes to recent stories of Development Hell&comma; few are quite as bad as Team Ico’s long delayed&comma; might-be-dead&comma; The Last Guardian&period;  Nothing represents what Development Hell can do to a game quite as well as Fumito Ueda’s follow up to Shadows of the Colossus&period;  Team Ico started the PS3 generation widely respected for both Colossus and their first title&comma; Ico&period;  When they released their CGI trailer for The Last Guardian&&num;8211&semi;which is still <a href&equals;"http&colon;&sol;&sol;www&period;youtube&period;com&sol;watch&quest;v&equals;74uHMEmqEa0">available on YouTube<&sol;a>&&num;8211&semi;it was met with both raised eyebrows and open arms&period;  Then the game started to slip into the ether&period;  While Sony continues to confirm the existence of The Last Guardian in some form and capacity&comma; the fact remains that the game hasn’t seen the light of day since its initial reveal in 2009&period;  The development was further complicated when Ueda and the game’s executive producer&comma; Yoshifusa Hayama&comma; left Team Ico&comma; though Ueda said he would continue to work on the game in a contracted status&period;  Despite redistributed resources from Sony Santa Monica&comma; and a continued effort&comma; the game is in the deepest&comma; darkest Development Hell&period;<&sol;p>&NewLine;<p dir&equals;"ltr">What is Development Hell&quest;  Often times&comma; it means the death of a game&period;  Publishers like Take-Two&comma; Sega&comma; and Sony often pour too much money into development so that by the time a game reaches Development Hell they are less concerned with tight gameplay&comma; interesting art&comma; and engaging story&comma; and are anxious to just get the stupid game on a shelf&period;  There are rare occasions of games coming out the other side unscathed&comma; like when people had began to wonder about the state of BioShock Infinite when it missed its 2012 window&period;  However&comma; when games go off the map completely&comma; there’s little that can be done to bring them back&period;  Development Hell is not designed to help a game get better&comma; it’s designed to kickstart the birthing process&period;  So when you see that a game has missed a couple expos&comma; when release dates get pushed back&comma; 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Josh Hinke is a part time centaur trainer in Hollywood, while going to school full time to be a professional Goomba. In between those two commitments I write about video games and cool things, like pirates and dragons and dragon pirates.
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