I know it's not just a bunch of friends sitting around to write a design doc... I'm definitely familiar with the rigors of design and development clashing. A while back I was working on a large-scale FPS game with RPG statistics that were tracked in real time, all taking place in a free-flowing MMO environment that wasn't mission-based. That was the project that actually led me to DBP... we were doing that game in C+ (I wasn't coding, just designing and doing foley), but then they figured it would take several years to create the game using that language and only two programmers, and that's when I found DB sitting on a rack at Hastings while visiting my girlfriend in Spokane Washington. I bought it, not knowing much about it, and shortly thereafter we had DBP and around $500 in TGC software, hoping it might simplify that game's development... until I found out it couldn't make the game I wanted to make. Anyway, now that the completely useless information that had nothing to do with this topic whatsoever is out of the way (sorry!), during that game's doomed production, we constantly encountered problems where we'd realize a statistic was off by a decimal, then we'd need to change it, but that required (A) the source the be changed, (B) the assets to be adjusted, and (C) a lot of time to be wasted on neverending testing sessions. I don't have mainstream experience, but I've seen the worst of what a devoted indie team can experience, and I know the job isn't easy (and sometimes simply isn't fun). That's part of the reason why the games I'm releasing this year are silly and simple... I'm sick of having several people coming to me with questions about this, that, and the other thing
. But yes, I do know it's difficult, I just wish the scoring system were more accurate; it was upsetting, especially with Tiger Woods and FIFA having such accurate depictions, it made me feel like EA was trying to say something negative about boxing, or trying to detract from its claim as being a sport. But hey, if it weren't for that, I never would have come up with the boxing game I'm hoping to make, so I guess it wasn't entirely bad.
That would actually be pretty fun, your idea I mean. I have a career going in FIFA where I'm quick-simming every match and just handling it from a manager's perspective, and it's pretty fun. I'd still like to make it a proper 3D boxing game, I have some pretty interesting ideas in regards to control layouts and I'm using the mouse in a nifty way ("refreshing" as one of my friends called it). But to have an entire mode of play fully dedicated to managerial duties and stat simming, that would be a lot of fun. But it also means I'll end up spending that much more time developing the conceptual design. Yum. Dang it, don't put ideas in my head lol.
"In an interstellar burst, I'm back to save the universe"