History Main / ChristmasRushed

26th Apr '16 10:16:58 PM Usagi1992
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* ''VideoGame/WorldOfWarcraft'''s Cataclysm expansion, despite Blizzard's insistence otherwise, is a case of this. See also AbortedArc.
14th Apr '16 6:45:40 AM bowserbros
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->''"We don't usually keep set release dates. A delayed game is eventually good, but a rushed game is forever bad."''

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->''"We don't usually keep set release dates. A delayed game is eventually good, but a rushed bad game is forever bad."''



Christmas Rushed is the practice of rushing a product's development in order to coincide with a major holiday shopping rush (like [[ChristmasCreep Christmas]], naturally). It often happens to highly hyped products, products made by big-name developers, or products that are part of a CashCowFranchise or tie into something already currently successful.

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Christmas Rushed is the practice of rushing a product's development in order to coincide with a major holiday shopping rush (like [[ChristmasCreep Christmas]], naturally).[[ExactlyWhatItSaysOnTheTin naturally]]). It often happens to highly hyped products, products made by big-name developers, or products that are part of a CashCowFranchise or tie into something already currently successful.



* Charles Schulz & Bill Melendez were given only six months to complete ''WesternAnimation/ACharlieBrownChristmas'' in time for the holiday season, and Melendez couldn't start animating it until the third. As a result, the special is rife with stiff animation that goes OffModel several times (most notably Lucy phasing ''through'' her phsychiatric booth and Linus's head vanishing in one frame) and voice acting that was very clearly stitched together from a few takes. Luckily, the special was appealing enough to remain a holiday classic since it premiered; in fact, the shoddy quality of the special was able to gather a certain [[NarmCharm appeal]] that permanently stuck with the ''ComicStrip/{{Peanuts}}'' franchise.

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* Charles Schulz & Bill Melendez were given only six months to complete ''WesternAnimation/ACharlieBrownChristmas'' in time for the holiday season, and Melendez couldn't start animating it until the third. As a result, the special is rife with stiff animation that goes OffModel several times (most notably Lucy phasing ''through'' her phsychiatric booth and Linus's head vanishing in one frame) and stilted voice acting that was very clearly stitched together from numerous takes (remember that it was almost entirely done by real children at a few takes.time when child voice actors didn't exist, meaning that these kids lacked any professional experience). Luckily, the special was appealing enough to remain a holiday classic since it premiered; in fact, the shoddy quality of the special was able to gather a certain [[NarmCharm appeal]] that permanently stuck with the ''ComicStrip/{{Peanuts}}'' franchise.
15th Mar '16 7:57:22 PM RAMChYLD
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This can often lead to DevelopmentHell. Worse are those products that do manage to be released on time, since it's often {{obvious|Beta}} that they're rush jobs. On the other hand, if the work is an AshcanCopy, literally ''everything'' is subordinate to getting the thing out quickly and cheaply in order to retain the rights.

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This Often caused by ExecutiveMeddling, this can often lead to DevelopmentHell. Worse are those products that do manage to be released on time, since it's often {{obvious|Beta}} that they're rush jobs. On the other hand, if the work is an AshcanCopy, literally ''everything'' is subordinate to getting the thing out quickly and cheaply in order to retain the rights.
6th Mar '16 10:09:50 AM SonikkuAensland
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* ''VideoGame/StreetFighterV'' wasn't rushed for Christmas(or any holiday, really), but was pushed out early in February 2015 to get the basic multiplayer in the hands of players to practice for EVO and other tournaments in the summer. This came at the cost of various features not being available in the game until March[[note]]Challenges/Trials, Lobbies bigger than 2 players, and the in-game shop.[[/note]], and the game's story mode not being available until June.

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* ''VideoGame/StreetFighterV'' wasn't rushed for Christmas(or any holiday, really), but was pushed out early in February 2015 2016 to get the basic multiplayer in the hands of players to practice for EVO and other tournaments in the summer. This came at the cost of various features not being available in the game until March[[note]]Challenges/Trials, Lobbies bigger than 2 players, and the in-game shop.[[/note]], and the game's story mode not being available until June.
3rd Mar '16 8:57:31 AM StFan
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* ''VideoGame/ETTheExtraTerrestrial'' for the UsefulNotes/{{Atari 2600}} is an infamous example; the game was made in only six weeks so it could be released on time for the holidays and tie in with the then-popular movie, leading to UsefulNotes/TheGreatVideoGameCrashOf1983. The Atari 2600 version of ''VideoGame/{{Pac-Man}}'' suffered the same problem; the programmer was only given ''six weeks'' to write the game. At the end of those six weeks, all he had to offer was [[ObviousBeta an unfinished alpha - and they released it as it was]].

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* ''VideoGame/ETTheExtraTerrestrial'' for the UsefulNotes/{{Atari 2600}} is an infamous example; the game was made in only six weeks so it could be released on time for the holidays and tie in with the then-popular movie, leading to UsefulNotes/TheGreatVideoGameCrashOf1983. UsefulNotes/TheGreatVideoGameCrashOf1983.
*
The Atari 2600 version of ''VideoGame/{{Pac-Man}}'' ''VideoGame/PacMan'' suffered the same problem; the programmer was only given ''six weeks'' to write the game. At the end of those six weeks, all he had to offer was [[ObviousBeta an unfinished alpha - -- and they released it as it was]].



* "Videogame/BatmanArkhamOrigins" had a very tight schedule, and the game was released only 8 months after it's announcement. Even though it re-used the engine, gameplay, props and even a portion of the map from Arkham City, it was very glitchy when it was released. Although it did receive multiple patches, and is generally considered to be a bit better now, it didn't help that the developers outright stated that they would stop patching minor bugs in favor of developing the story DLC.

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* "Videogame/BatmanArkhamOrigins" ''Videogame/BatmanArkhamOrigins'' had a very tight schedule, and the game was released only 8 months after it's announcement. Even though it re-used the engine, gameplay, props and even a portion of the map from Arkham City, it was very glitchy when it was released. Although it did receive multiple patches, and is generally considered to be a bit better now, it didn't help that the developers outright stated that they would stop patching minor bugs in favor of developing the story DLC.



* ''Franchise/SonicTheHedgehog''

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* ''Franchise/SonicTheHedgehog''''Franchise/SonicTheHedgehog'':
23rd Feb '16 9:17:02 AM Pillbug
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* VideoGame/StreetFighterV wasn't rushed for Christmas(or any holiday, really), but was pushed out early in February 2015 to get the basic multiplayer in the hands of players to practice for EVO and other tournaments in the summer. This came at the cost of various features not being available in the game until March[[note]]Challenges/Trials, Lobbies bigger than 2 players, and the in-game shop.[[/note]], and the game's story mode not being available until June.

to:

* VideoGame/StreetFighterV ''VideoGame/StreetFighterV'' wasn't rushed for Christmas(or any holiday, really), but was pushed out early in February 2015 to get the basic multiplayer in the hands of players to practice for EVO and other tournaments in the summer. This came at the cost of various features not being available in the game until March[[note]]Challenges/Trials, Lobbies bigger than 2 players, and the in-game shop.[[/note]], and the game's story mode not being available until June.
23rd Feb '16 9:15:46 AM Pillbug
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* "VideoGame/StreetFighterV" wasn't rushed for Christmas(or any holiday, really), but was pushed out early in February 2015 to get the basic multiplayer in the hands of players to practice for EVO and other tournaments in the summer. This came at the cost of various features not being available in the game until March[[note]]Challenges/Trials, Lobbies bigger than 2 players, and the in-game shop.[[/note]], and the game's story mode not being available until June.

to:

* "VideoGame/StreetFighterV" VideoGame/StreetFighterV wasn't rushed for Christmas(or any holiday, really), but was pushed out early in February 2015 to get the basic multiplayer in the hands of players to practice for EVO and other tournaments in the summer. This came at the cost of various features not being available in the game until March[[note]]Challenges/Trials, Lobbies bigger than 2 players, and the in-game shop.[[/note]], and the game's story mode not being available until June.
23rd Feb '16 9:14:49 AM Pillbug
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Added DiffLines:

* "VideoGame/StreetFighterV" wasn't rushed for Christmas(or any holiday, really), but was pushed out early in February 2015 to get the basic multiplayer in the hands of players to practice for EVO and other tournaments in the summer. This came at the cost of various features not being available in the game until March[[note]]Challenges/Trials, Lobbies bigger than 2 players, and the in-game shop.[[/note]], and the game's story mode not being available until June.
16th Feb '16 11:54:37 PM Killerikala
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Added DiffLines:

* "Videogame/BatmanArkhamOrigins" had a very tight schedule, and the game was released only 8 months after it's announcement. Even though it re-used the engine, gameplay, props and even a portion of the map from Arkham City, it was very glitchy when it was released. Although it did receive multiple patches, and is generally considered to be a bit better now, it didn't help that the developers outright stated that they would stop patching minor bugs in favor of developing the story DLC.
17th Jan '16 12:28:20 PM Kid
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* The UsefulNotes/VirtualBoy was rushed for different reasons, as Nintendo didn't want to waste anymore resources with further development with them wanting to focus on the {{Nintendo 64}}. It was released far before its creator, GunpeiYokoi, felt it was ready. The system flopped, though Yokoi nonetheless stayed longer than he was planning on so it didn't look like he was admitting defeat by the system's failure (He was planning on leaving Nintendo anyway, and had planned the Virtual Boy to be a parting gift).

to:

* The UsefulNotes/VirtualBoy was rushed for different reasons, as Nintendo didn't want to waste anymore resources with further development with them wanting to focus on the {{Nintendo 64}}. It was released far before its creator, GunpeiYokoi, felt it was ready. The system flopped, though Yokoi nonetheless stayed longer than he was planning on so it didn't look like he was admitting defeat by the system's failure (He (he was planning on leaving Nintendo anyway, and had planned the Virtual Boy to be a parting gift).
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http://tvtropes.org/pmwiki/article_history.php?article=Main.ChristmasRushed