Ten
Ton Hammer: What about the backlog of features? The community has been
waiting
for a elements that haven't yet been added. Where does this backlog fit
in on the prioritization list?
Arnar Gylfason:
Currently, I’ve been updating my list on people who are
working on
EVE
development a week ago, and it’s 140 people. That’s game
designers, QA, software, content creation, and art. So, we have 140
people working on it. There’s, obviously, a strong specialization
fields for each of them, but you still reach bottlenecks in the
production when you have a few guys who understand database
programming, or you have a few designers who understand social design.
So even with a throughput of 140 people, it doesn’t mean that we can do
everything and have it go through as fast. So we have to sort of pick
and choose.
Some of the features that have been requested, or need some loving,
theoretically, we have enough people to work on alongside everything
else, but there are bottlenecks in the production chain where things
fall apart. What we are doing, however, is we’re taking our focus off
these features, in general, to refactoring older features. This is a
process that started, basically, at the beginning of this year and will
continue throughout next year till the point where we’ll halt
production on new features, and turn to refactoring the old features or
updating older game designs.
You can call it development eras if you want. So you add a bunch of new
features, then you reiterate on those features until you’re satisfied
that they’re polished. In general, what you see is, and I guess the
players have been seeing this, and they will be seeing it more in the
next release and the next release thereafter is a focus shift to
iteration.
Pirates in EVE
Online
Ten Ton Hammer: So that
ties into the final question. What’s next?
Arnar Gylfason:
Well, we’ve been working on an the Incarna system for
years. Four years, to be exact (stop laughing). We feel that we’ve
reached a critical mass in development there, and that’s in full
production. That’s something to be looking for very shortly. I wouldn’t
want to commit to it for this expansion and I won’t commit to it for
this expansion, but moving into next year, absolutely, you’ll be seeing
some amazing things on the Incarna front.
Then you’ll have the Incursion feature, or the Invasion feature. We’re
iterating on the planetary interaction feature as well that we launched
earlier this year, and we have plans on iterating on the combat and
tactical UIs at some point next year.
That’s the plan, but plans can sometimes change. Plans will change, but
currently our plan is that we want to iterate and update the tactical
UI for fleet fights. You can always fix live for this particular set of
problems, but having to render hundreds or thousands of ships onscreen,
or we can take it down a notch and say, when you’re in a fleet fight
this big, perhaps you need a different view. You just need to render it
different. So that’s something we want to move into and have a certain
level of detail loading of combat views based upon the magnitude of the
battle you’re in. That’s a sort of game design change that can help lag
a lot in the future, but it’s a fairly big refactoring of "Excel in
Space." I don’t think players want to lose their "Excel in Space."
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