16-06-2017 07:55
19 años después alguien le hace la pregunta a Tetsuya Takahashi.
http://kotaku.com/the-real-story-behind-...1796151112
En resumen. Los tiempos de desarrollo entonces eran más estrictos y Takahashi decidió que era mejor tener una historia completa, que tener un producto incompleto.
(Ultima edición: 16-06-2017 07:56 por mike.)
Cita:“Honestly speaking, what had happened is Xenogears as a project was staffed pretty much entirely out of new staff members, young staff members,” said Takahashi, speaking through a translator. “Back then, we had the direction of, ‘All projects take two years and that’s when we need to get it done.’ So on top of developing the game, we had to nurture and teach and grow these younger employees. Things like 3D were extremely new, which led to some delays in the schedule. It just wasn’t possible to get everything done.”
Cita:“It was a rough way to end it, and I felt like if we do that, then the players will not be satisfied,” Takahashi told me. “So we had a proposal—I proposed that if we do disc 2 in this way that it turned out to be, we can finish the game with the current number of staff and the current time allotted for the schedule and the remaining budget we have.”
Cita:“I do think my decision was the right one to make,” said Takahashi. “Because if we had just ended at Disc 1 it would have been bad.”
http://kotaku.com/the-real-story-behind-...1796151112
En resumen. Los tiempos de desarrollo entonces eran más estrictos y Takahashi decidió que era mejor tener una historia completa, que tener un producto incompleto.