pushed process

anonymous asked:

Why does it take game developers so long to make fixes to things people outrage over(usually coming in new updates)

The process of pushing a patch to the public has several steps that most people aren’t aware of, each of which has a deadline. We don’t patch single issues as they come - patches have to get certified by the first party console manufacturers before they are approved for release, and that costs money. Instead, we bundle up a bunch of changes that all go in at once, and then release it as a patch. The process generally goes like this:

Determine the list of must-fix issues in the patch

The leadership goes over the list of bugs and assigns them a priority rating. This might be something like “causes a huge amount of server log spam”, “animation T-poses under these conditions”, or “warlock class ability Death Blossom is too strong in pvp”, or “item duplication possible under these conditions”. Those with the highest priority will be fixed first. Sometimes the priority is super high (like server connectivity issues or item duplication bugs), and that will get an emergency patch. Most issues aren’t that critical, so they get bundled into the patch schedule. By launch, we usually have a rough schedule for when each patch is supposed to be delivered for the upcoming year. 

Relevant stakeholders give their estimates on how long it will take to fix those issues along with how long it will take to complete any new content that comes in the patch as well. The exact date and contents of the patch is determined at around this time. Some patches are small and only contain bug fixes and/or optimizations. Some are large and contain new content. Devs generally try to fix the issues in order of our prioritization.

Fix the bugs and make the content

This is where we fix the bugs. We do the stuff we estimated time for in the preceding step. Content creators finish building the new content. For emergency patches, this could be very fast turnaround. For regular updates, this could take weeks. The deadline for adding new content is called content complete (or content lock). After content lock, any new content or other changes must go into the next patch, not the current one. Fixing bugs has its own deadline, and that’s generally called code complete (or code lock). Once it’s code complete, there’s no new changes allowed unless specifically asked for by QA and approved by production. We can’t risk introducing new bugs in the patch so we lock it down at this point for stability.

Test the patch

QA tests the patch to make sure it works right. Any issues that will cause the patch to fail certification will be bounced back and must be fixed. Additional bugs may be found during this time, in which case they will be prioritized. If they are important enough, they will be fixed before the patch is submitted for certification. If not, they will be put into the prioritized list of remaining issues that have yet to be addressed and (possibly) fixed in an upcoming patch.

Submit the patch for certification

If the game is on consoles, this means we have to submit the patch to first party (Sony, Microsoft, Nintendo) for approval. If the patch fails for some reason, we have to fix it and resubmit. The patch certification process is usually a much faster (and cheaper) turnaround than submitting an entire game, but it isn’t free. If we can avoid putting out emergency patches, we’ll do it. Emergency patches tend to be hurried fixes crushed together very quickly in order to address an immediate need and not tested nearly as thoroughly as they should.

Players finally get the patch

Console manufacturers will generally hold onto the finished patch until the following Tuesday to release them. That’s the schedule set by Sony, Microsoft, and Nintendo, not the publishers or devs. This might be where you ask about the PC since there isn’t a cert process for that platform. Unfortunately, it’s really super hard to maintain two separate versions of the same game, so we usually want to release the patch for everyone at around the same time. This means that a console patch can actually hold up the release of the PC patch. The PC patch usually gets released when the console patch passes certification. 

So, in summary: 1-4 weeks for patch development, 1-2 weeks for testing, one week for certification, and then up to six days until the next Tuesday means non-emergency patches usually take at minimum three weeks (and usually longer) to go from active development to your console or PC. We usually have lists of bugs hundreds deep by the time we ship, but they’ve all been judged to be low enough priority that we will either fix them in a patch on the schedule, or that they just aren’t important enough to address. As we get more data about how the players are playing the game, we reprioritize the list as needed while we build the patches according to the schedule. This entire process is why it takes so long to get a patch into your hands.

A roll of Portra 800 cost me roughly 20 AUD. With the Mamiya I get 10 shots per roll. Processing the film costs 9 dollars plus an additional 9 for push processing at one of the few labs in Melbourne that do it. In total that’s around $3.80 for every exposure. This doesn’t include scanning the negatives either. When shooting this way you become literally far more invested in every image you make. I think I’m a long ways off stepping up to large format photography. When I get the rest processed and put it all together I guess I’ll decide whether it’s all been worth it. Thanks for looking.

Too Hot {Shin Ho Seok/ Wonho}

Hi~ would I be able to request a scenario where you play the game “too hot” with Monsta X and the boys all know that you and Wonho are crushing on each other? The boys leave when it gets too hot ;) and you two continue the game in private? Hope this isn’t too much, thank you ^.^

Note: Ahh this was such a fun reaction to write. Please enjoy~

Disclaimer: I don’t own the gifs/images used.

Originally posted by wonho

Kihyun grimaced as Changkyun’s forehead met his own, it was visible that he was uncomfortable, but for the sake of Wonho and {y/n}’s relationship he would do it.

Wonho and {y/n} had liked each other for so long, it was driving the other members insane. So to try and push the process along, they had been doing all these crazy things to try and get one of you to confess, or at least drop a hint about your feelings about one another.

But so far nothing had happened, not even after Hyungwon had been dared to feel up Minhyuk’s shirt during truth or dare, or after Shownu was forced to give Jooheon a sexy dance. It was starting to feel like al of these sacrifices were for absolutely nothing at all.

So this was their final shot, a game of “too hot,” which had brought Changkyun and Kihyun to this incredibly awkward moment.

“Aren’t you going to kiss already?” Wonho laughed loudly as Changkyun playfully pouted his lips, obviously already slightly intoxicated after drinking his vodka lemonade.

Kihyun tried to lean in, but as soon as his lips slightly touched the other males, he pulled away in disgust, his arms flailing in defeat as she shuffled away. “No! I can’t do it! He wins!”

The other members burst into laughter as Chankhyun’s eyes scanned across everyone else in the group, targeting his next victims. “{y/n}, I dare you to do it with Wonho.” He slurred slightly, but not drunk enough to be completely out of it, he was still capable to pull off a wink that set {y/n}’s cheeks aflame.

“I-I don’t think… I’m not playing!” You protested, but the smirks on the other’s made it obvious this was not something you were getting out of very easily.

Wonho was blushing too, but he seemed the more confident version of himself - maybe that was partially the alcohol taking over. He shuffled closer to you, wrapping an arm around your shoulders before pressing a kiss to your lobe. “Scared, sweetheart?” He mumbled beside your ear, sending a shot of tingling shivers down your spine.

“No.” You responded, more quiet than you would have liked.

Wonho chuckled, pulling away. “{y/n} said she doesn’t want to play. Maybe I should take her home.”

The other members groaned in protest, and Kihyun looked like he was either about to scream or puke. But Wonho didn’t mind them, he took your hand gently before leading you out of the room, swiftly and with purpose. Something told you he wasn’t taking you home exactly.

After exiting the clammy living room, he lead you upstairs to the dorm bedrooms and lead you into his own before switching the lock behind you as he pushed you up against the wooden door he just pulled you through.

“What are you doing?” You questioned him, looking pathetic against his hot self. His eyes were dark, obviously thoughts of impurity were swimming around his head. He had a dominant look about him, something rare and rarely seen away from sexy music videos.

“I’m playing a game. I just wanted those idiots out the way.” He smirked, moving his hands off you, and you almost groaned at the lack of contact. He put his hands behind his back before leaning in slowly. Painstaking slow before his lips finally pressed against yours.

His lips felt soft against yours, but the way they moved was rough and passionate. Heat flushed your cheeks as he kissed you expertly, like he had done it a million times before. You followed his lead, feeling totally submissive to him, but somehow that felt just fine.

The kiss deepened, and before you knew it, his tongue was dancing around your mouth.

Heat continued, and neither of you knew who touched who first. All that mattered was that you both ended up tangled in the sheets of his bed, not regretting a single thing.

i get really irritated with statements like “animation just became cheaper” because ppl use it as a means to dismiss the sheer LABOR of creating an animation. i think everyone understands that “drawing a lot of pictures” is hard work but people dont understand how mentally taxing animation is, because you are CONSTANTLY thinking. there is no point at which you zone out and “just draw”. you are always applying math skills, acting skills, writing skills, and drawing skills simultaneously.

the new wave of digitizing animation allows animators to streamline the actual drawing process but pushes us to new heights wrt the mental and manual power we exert upon animations. dont think its somehow easier or cheaper than it was before. this new age of the industry is asking more than ever of animators, especially in places like japan (and korea, where both american & japanese productions outsource their work) that value the quality of animation more highly than american productions do. animators are being pushed to new lengths. dont think we’re somehow doing less work than before; its quite the opposite.