Posted by jskenner on 2/6/2013 4:34:00 PM (view original):
Where I'm trying to "go with this post" is that if the HD code rewrite (which was supposed to make changes easier) would've included the ability to try different settings in different worlds, they'd be able to take risks on changes with parts of simulations models, such as recruiting, EEs, firing logic and so on, without losing too many customers or too much revenue, if the change proved unpopular. They'd be able to make a more consistent thrust to improve the game, with a lessened fear of causing too much damage to their business model in the short term. It's fairly disappointing (to me at least) they didn't include such a function in the code rewrite, because this confirms there's no reasonable way for them to try improvements without affecting all worlds at once. More risk equals less incentive to change the status quo, especially in a business that seems to be struggling. It was certainly news to me when CS told me, and I bet there are many vets who when reading this, will share the same sort of disappointment.
well, id share your disappointment reading this, if i hadnt already went through a similar cycle when i found out myself.
i think its absolutely ridiculous, but for a slightly different reason (although yours are good reasons). its fricken insane from a software development lifecycle, to expect to update 10 worlds together. you should never change the sim engine during the season. dead QA people are rolling over in their graves, all over the country! they've totally screwed people in the NT in the past pulling that crap. its pretty damn obvious, change it in the off season.
however, i will say that simply rewriting the engine probably doesnt solve the problem. in fact, it probably has nothing to do with it. its really an architecture limitation, most likely, either a systems side or high level application integration issue. i honestly cannot conceive what convoluted system they have where you cant fairly easily change it to roll out in parts, but it is what it is. i mean, i can see having like, a server where you collect all the settings for all teams in all worlds, and run the sim engine. but why the hell is it so hard to go to that server, and change the job to run a sim engine with a specific version based on a field stored in a DB table or something? i dont know. in general, IT generalists are terrible systems architecture people, and you cant expect application guys to know that stuff (i guess, grumble grumble grumble), so maybe its just a personnel limitation at its core. actually, i have a guess whether it is or not... and id bet quite a lot on that theory if there was a way to confirm it :)