Quick Topic here.
Do you know how long it took to make an interactive whiteboard for Duke Nukem Forever?
Answer: 6 months.
Really, that's how long:
' ....and drawing on a white-board with multiple marker colours. During a public Q&A Randy Pitchford went further to explain that a feature like the interactive whiteboard "probably took an engineer about 6 months and I'm thankful for that as a gamer, but that's not something you see in other games, for a reason" that reason of course being the time investment in development versus the end value to the player. '
So you can just imagine how hard it is to make this game.
I really like to have Base Building in this game, but I can understand why they may not have the time to do it. I really hope I don't need to show you the list of problems they would have to deal with.
Don't forget about Daikatana:
' Romero's initial game design, completed in March 1997, called for a huge amount of content—24 levels split into 4 distinct time periods, 25 weapons, and 64 monsters. Despite this, Romero believed that development of the game could be completed in seven months, just in time for Christmas 1997.'
And don't forget all the bugs....
It seens most good games (like Rage, BioShock Infinite, Half-Life 2: Episode Three, Deus Ex: Human Revolution, Resistance 3, God of War III, StarCraft II....) are taking a long time to create. Just look at Rage:
' The game was first shown as a tech demo on June 11, 2007....'
And StarCraft 2:
And AND, God of War III:
' Stig also shared a moment of hardship when developing God of War III. “I was really disappointed that we couldn't get the proper boss fight at the end of the game. We were going to have Gia, Zeus and Kratos all going at it at the same time. Basically, it was going to be the third big Titan sequence in the game. We were pretty close but it was one of those deals that by the time we got to the Alpha build we would have had to take away from other scenes to add to this one.”'