Amut wrote on 2022-01-02 14:46:33:
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Ulises I still think you're missing my overall point, I certainly wasn't harping on them for making mistakes. I'm noting where I think the mistake might be and suggesting a secondary review before making something live.
That's a pretty normal expectation from any business that makes a consumable product.
An ounce of prevention is worth a pound of cure.
(Bolded is mine.) @
Amut I don't disagree with this sentiment, but this is actually not really the case when it comes to game development, especially what is essentially a small indie-dev team. I'm struggling to articulate why exactly it can't work that way, but the scope of these things makes it nearly impossible for a small team to have that level of quality control for a game.
Ironically, things like stray pixels would be the easiest and most straight-forward (but low priority) thing to address and prevent because they're completely objective. The problem with these genes specifically lies in the same reason the userbase gets frustrated when the staff does end up changing them. A lot of the errors are completely subjective.
Again, these are assets that get passed around between multiple people. But not all those people are actually "in charge" of what they look like. Meaning, yes, although they could theoretically have someone who's job it is to look at every single image before launch, that person might not even know specific things
are errors. That would require the Art Director's input specifically, who is most likely way too busy to do something like look at every single image before launch.
(Not to mention that this would be really difficult regardless, because again, staring at the same image with the same patterns for hours clicking through thousands of versions of the same thing in slightly different colors is not an easy or low-effort job. Even if someone did this, they would miss things inevitably.)
And lets say the Art Director did quality inspect every picture, and gave the go-ahead for launch. It takes 1 single person accidently hiding a layer or handing off the wrong file version to the coder for something like Banescale Alloy to happen.
There are too many factors, and therefore points of failure, to expect it to be that easy.
Amut wrote on 2022-01-02 14:46:33:
It means someone pushed print and didn't check to see that the printer didn't jam half-way through it's cycle. And then the Publisher didn't bother to look inside to see that the middle pages were printed sideways, half-blank and backwards, and sent it off to tour and market as is. When they then try to do a recall and reprint, months later, when someone in the office had the book fall open and they all went "oops". Well, at this point everyone though the sideways pages were intentional and wrote essays about how it subverted the standard reading experience and how it was a great thing. That is a heck of a mistake to try to walk back all because no one was watching the printer during the coloring cycle. < - that was the Flaunt example. (But in Flaunt's case, it ended up being a great "mistake" for us.)
This whole metaphor is way off-base because again, art is subjective. Its not as simple as "The pages were printing sideways." Like I do understand your point, but that's not what happened.
When it comes to color-mapping for a gene, you literally don't know exactly what it will look like in every color until you finish mapping it then run it through the color-generator. Likely, there are a ton of adjustments that get made during this period and its probably run through multiple times to make sure it looks good. Clearly, at some point, someone didn't realize they were
supposed to only use specific color inputs from the preset pallets while mapping the gene. What they made was something that looked good and visually presentable to everyone, including the art director. And it was probably only later (Maybe not even that much later.) that it occurred to them that the mane was supposed to be restricted to certain values, as was the case for most other breeds, because of the way they try to standardize the color mapping process for development streamlining. Its possible that there was even internal discussion about which they should go with, and it was just not really communicated well what the verdict was until it was already post-launch. Even the Art Director could have missed, or simply forgotten that they made that call for standardization. Because these people are human beings. This stuff is subjective.
To use your own publishing metaphor. It'd be more like nobody noticed they were supposed to have used one font over the other, and the person who had decided to use a specific font either forgot at some point or was not able to communicate the change last-minute, and the version that was sent to print was the one with the incorrect font. Then people discuss how interesting such an unconventional font was and how it effected the tone of the writing, only for the publisher to reprint it with a more standard/generic font afterwards. Stuff like this happens literally all the time in every form of coordinated media production. And even that is a grossly over-simplified scenario to compare it to, because it still does not account for all the different factors of having so many different genes and colors to account for.
I understand your viewpoint, genuinely I really do. Its just that literally isn't how this type of development works. Its not a realistic expectation. Plus, this whole system is something they developed in-house. This isn't a standardized form of game/art development. They made the color-generator themselves, and are still hammering out the kinks. Probably part of their whole desire to move towards standardization in the first place is in order to do exactly what you're asking for, to make quality control easier and more objective.
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Edit: If all you want is "more communication" The better option would be to have a few of us sign NDRs and try to break genes before they go live so they all get fixed (not that that would've caught Flaunt though). But that would be the same as having someone proofread/check them before they go out.
This is actually a lot more feasible, game/art development wise, than "proofreading" because of how game development works. Like if I were to advocate for more quality control in general, it would be for beta testing servers to exist. That's how actual video game companies test their games. Because it's just not feasible for the developers themselves to do this while also working on the game still. Its a very time-consuming process.
That said, I don't think its that feasible or necessary for such a small team.
Edit again: Just to emphasize my point I did the math because I was legitimately curious. So genes are released in pairs usually (Ignoring a tertiary.) Lets assume its for a modern breed. So that's 2 genes, on 3 different poses, for 15 different dragons, in 177 colors. Even I was baffled at these results, but if I did the math right, that is a whooping
15,930 individual images per gene set. Presumably they would also need to look through to make sure they thread together properly too, so you can add another 7k to that if they did another pass to see the gene paired.
That is what you're suggesting they look through every time, probably multiple times per iteration. For multiple people. Just some food for thought.