- Joined
- Mar 26, 2019
Yes delaying can be a good tool, but so is a hammer, but like a hammer not every situation calls for it. There's times where what you initially envisioned is more than doable, but then you keep adding feature after feature which are not only unnecessary, but takes away time from more important elements. Sure maybe more time would've improved, but likewise maybe a better director would've known his limits and been able to finish within the original limits. I see people push to delay games all the time, everyone knows that quote after, but even Nintendo doesn't take forever on a game, you need to finish it at some point.Clearly they should have just worked overtime and got everything done.
“A delayed game is eventually good, but a rushed game is forever bad.”
I'm sure you know who said this. He worked at the company that delayed the launch of the console you mentioned by a year so the games would be ready.
"Just delay the game" is simplistic, but it may be the right call more often than people think.
That brings me to Mario 64 itself, if I remember correctly the N64 wasn't delayed for Mario 64 to get more time in development, it was actually the opposite, the N64 got delayed for other reasons so Mario 64 got more time as a result. Regardless that doesn't change the fact Mario 64 was supposed have 40 something levels versus the final 20 or so. One way or another at some point they hit road block where the original vision wasn't gonna happen, but they managed to work around it regardless. Ultimately I still stand by my example as a good, if less obvious example. But to offer another example from the same era you could also look at something like Majora's Mask if you want a example of limits in action. A lot the defining characteristics about it was from limitations resulting from the incredibly tight timeframe it was made.