Re: Why magic paths are like mod Nations.
I have to agree with llamabeast and Edi. I spent a few years in game development, and far-reaching game changes at at any stage post-beta made the dev team very stressed and unhappy. UI changes were annoying for both programmers and artists.
I guess if Dom3 had been designed and developed in modular code sections from the ground up, adding mopddable magic paths might not be a huge job (it'd be a medium-large one instead). But, as we all know, it wasn't.
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