

System Shock is the perfect nexus between design and narrative choices. It creates a flow and atmosphere that are difficult to achieve. Or rather, she’s constantly a physical threat as you are in her very being. SHODAN is simply an omnipresent antagonist rather than a physical threat. Still, there are always unexpected delays and so release dates should be seen as *targets* that can be missed, and not *certainties*.System Shock is an experience that doesn’t lean on artificial set-piece moments to try and control its pacing. That said, I didn't notice any subsystems that they had to create from scratch, and, seeing as the game is a recreation of an existing game I think that most of their production involves predictable asset creation. The employment of subsystems that are a part of the engine and assets purchased from the asset store are other things that can cut down on development time, but if you have to make NEW things then you are looking at dev time that is uncertain.

The only things whose production timelines are predictably affected by money and personnel are assets such as 3D models, textures, sounds, voice acting, motion capture, level creation. Throwing money at the problem will also often not affect the solving duration. It is the other way around.Īdding more personnel will often not affect the solving duration and in some cases it can make it worse. The release date will not affect the solving duration. When you have problem to solve, only the problem and your capabilities will determine how long it takes for the problem to be solved. Game development is software development, and software development is problem-solving.
