History Main / ChristmasRushed

23rd Nov '16 9:14:13 AM dmeagher13
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It can also apply to any product that is rushed for release by a certain date, or in time for a certain event (such as the deadline for an award nomination or convention appearance). Whatever the case, the fact that the product was rushed often leads to a poorly made product. TheProblemWithLicensedGames and PortingDisaster usually occurs due to this, as the developers are rushed to have the game released at the same time as the licensed property's premiere/launch/kickoff.

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It can also apply to any product that is rushed for release by a certain date, or in time for a certain event (such as the deadline for an award nomination or convention appearance). Whatever the case, the fact that the product was rushed often leads to a poorly made product. TheProblemWithLicensedGames TheProblemWithLicensedGames, ObviousBeta, and PortingDisaster usually occurs due to this, as the developers are rushed to have the game released at the same time as the licensed property's premiere/launch/kickoff.
13th Nov '16 10:59:12 AM Thunderchin
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* An odd example occurs with the ''VideoGame/CallOfDuty'' series, as [[ExecutiveMeddling Activision]] orders their various studios to have games ready by Veterans Day. That the series has two different developers making every other new game in the series means nothing truly game-breaking slips through - but once the newest game is out, the other team basically have to drop their previous game entirely to start on their next one, so any glitches that aren't patched within a year of release will ''never'' be patched.

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* An odd example occurs with the ''VideoGame/CallOfDuty'' series, as [[ExecutiveMeddling Activision]] orders their various studios to have games ready by Veterans Day. That the series has two different developers making every other new game in the series means nothing truly game-breaking slips through - but once the newest game is out, the other team basically have to drop their previous game entirely to start on their next one, so any glitches that aren't patched within a year of release will ''never'' be patched. As of 2014, the situation is lessened, now that ''three'' different studios are rotating development of new games in the series.
19th Oct '16 5:40:12 PM OnGreenDolphinStreet
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* ''Music/BeachBoysParty'' was rush-recorded in September 1965 and released in November of that year. Their label, Creator/CapitolRecords, had requested from [[Music/TheBeachBoys the band]] that they release something for the holiday season and this was the result. While the album did very well in sales and spawned a hit in "Barbara Ann", modern fans tend to dismiss it as quickly-tossed filler made to buy time to finish ''Music/PetSounds''.
2nd Oct '16 8:42:46 PM MyFinalEdits
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** However this was played straight with ''[[VideoGame/MarioTennis Mario Tennis: Ultra Smash]]''. After Nintendo delayed two of their most anticipated 2015 Wii U releases, ''The Legend of Zelda Wii U'' and ''VideoGame/StarFoxZero'', to 2016, they were left with only a small amount of Wii U games for the holiday 2015 season (like ''VideoGame/YoshisWoollyWorld'' and ''VideoGame/XenobladeChroniclesX''). As such they pushed to get ''Ultra Smash'' out before Black Friday 2015, which resulted in a game many consider SoOkayItsAverage on the basis that, while a functional game and fun in short bursts, it is severely lacking in content (the fact the eShop download isn't even one whole gigabyte, which is smaller than a Gamecube game, raised some flags about this early on).

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** However this was played straight with * ''[[VideoGame/MarioTennis Mario Tennis: Ultra Smash]]''. After Nintendo delayed two of their most anticipated 2015 Wii U releases, ''The Legend of Zelda Wii U'' ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' and ''VideoGame/StarFoxZero'', to 2016, they were left with only a small amount of Wii U games for the holiday 2015 season (like ''VideoGame/YoshisWoollyWorld'' and ''VideoGame/XenobladeChroniclesX''). As such they pushed to get ''Ultra Smash'' out before Black Friday 2015, which resulted in a game many consider SoOkayItsAverage on the basis that, while a functional game and fun in short bursts, it is severely lacking in content (the fact the eShop download isn't even one whole gigabyte, which is smaller than a Gamecube game, raised some flags about this early on).



* The infamously TroubledProduction of ''VideoGame/StarWarsGalaxies'' resulted in numerous delays before Creator/LucasArts finally put their foot down and demanded that Creator/SonyOnlineEntertainment release the game in summer of 2003. Unfortunately, the game was nowhere near ready and the lead developer later described frantically removing reams of incomplete code, to the point where the only incomplete code he wasn't removing was things that the game actually needed to run. With the benefit of hindsight, the end result of this rush could charitably be described as disastrous. The game was bug-ridden and largely devoid of content on launch, numerous promised features - like space travel, player-owned towns, and vehicles - had to be delayed to later patches and most of the underlying systems of the game were horrendously imbalanced and broken. Despite the best efforts of the developers, the game never truly recovered from the problems created by its early launch and most of the game's subsequent problems had their roots in the decision to gun for a Summer '03 launch window.
** Apparently not learning their lesson, SOE wound up doing this a second time in 2005 with the New Game Enhancements (NGE), a particularly reviled update that completely rewrote the game code from the ground up and dramatically changed the way the game was designed and played. A long-awaited Combat Upgrade launched in May of that year had gone over poorly with the community and the developers decided they needed something bigger to draw in more players. A conceptual mock-up of what would become the NGE was created and shared amongst the developers and producers. SOE gave the project a tentative go-ahead and the devs were given a mere six months to put together a complete rewrite of all of the game's core systems, all while putting together the game's third expansion pack AND maintaining the current code with regular updates. Several of the developers would later claim that those six months involved some of the highest workload they'd ever had to deal with and because SOE still hadn't fully decided to use the new system, they had to effectively code for two different game systems at once. The NGE was finally launched with two weeks warning to the players and managed to turn the game into an even buggier mess than it was at launch, resulting in an enormous exodus of players.

to:

* The infamously TroubledProduction of ''VideoGame/StarWarsGalaxies'' resulted in numerous delays before Creator/LucasArts finally put their foot down and demanded that Creator/SonyOnlineEntertainment release the game in summer of 2003. Unfortunately, the game was nowhere near ready and the lead developer later described frantically removing reams of incomplete code, to the point where the only incomplete code he wasn't removing was things that the game actually needed to run. With the benefit of hindsight, the end result of this rush could charitably be described as disastrous. The game was bug-ridden and largely devoid of content on launch, numerous promised features - like space travel, player-owned towns, and vehicles - had to be delayed to later patches and most of the underlying systems of the game were horrendously imbalanced and broken. Despite the best efforts of the developers, the game never truly recovered from the problems created by its early launch and most of the game's subsequent problems had their roots in the decision to gun for a Summer '03 launch window.
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Apparently not learning their lesson, SOE wound up doing this a second time in 2005 with the New Game Enhancements (NGE), a particularly reviled update that completely rewrote the game code from the ground up and dramatically changed the way the game was designed and played. A long-awaited Combat Upgrade launched in May of that year had gone over poorly with the community and the developers decided they needed something bigger to draw in more players. A conceptual mock-up of what would become the NGE was created and shared amongst the developers and producers. SOE gave the project a tentative go-ahead and the devs were given a mere six months to put together a complete rewrite of all of the game's core systems, all while putting together the game's third expansion pack AND maintaining the current code with regular updates. Several of the developers would later claim that those six months involved some of the highest workload they'd ever had to deal with and because SOE still hadn't fully decided to use the new system, they had to effectively code for two different game systems at once. The NGE was finally launched with two weeks warning to the players and managed to turn the game into an even buggier mess than it was at launch, resulting in an enormous exodus of players.
2nd Oct '16 6:37:01 PM Blazer
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* The final part to the ''ComicBook/{{Knightfall}}'' storyline, ''[=KnightsEnd=]'', was being released almost on the tails of ''ComicBook/ZeroHour'', virtually every ''Batman'' title was tossed in to complete the storyline, including the usually-not-in-modern-day ''Legends of the Dark Knight''.
2nd Oct '16 9:43:58 AM Omeganian
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[[folder:Technology]]
* In 1960, the chief of the Soviet [[MnogoNukes Strategic Rocket Forces]] demanded that the new missile prototype is to be launched by November 7th (the anniversary of the [[UsefulNotes/RedOctober Bolshevik Revolution]]). [[https://en.wikipedia.org/wiki/Nedelin_catastrophe He died in the explosion along with at least seventy three other people]], and the missile wasn't ready until a year later.
[[/folder]]


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14th Sep '16 5:20:30 AM darkknight109
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* The infamously TroubledProduction of ''VideoGame/StarWarsGalaxies'' resulted in numerous delays before Creator/LucasArts finally put their foot down and demanded that Creator/SonyOnlineEntertainment release the game in summer of 2003. Unfortunately, the game was nowhere near ready and the lead developer later described frantically removing reams of incomplete code, to the point where the only incomplete code he wasn't removing was things that the game actually needed to run. With the benefit of hindsight, the end result of this rush could charitably be described as disastrous. The game was bug-ridden and largely devoid of content on launch, numerous promised features - like space travel, player-owned towns, and vehicles - had to be delayed to later patches and most of the underlying systems of the game were horrendously imbalanced and broken. Despite the best efforts of the developers, the game never truly recovered from the problems created by its early launch and most of the game's subsequent problems had their roots in the decision to gun for a Summer '03 launch window.
** Apparently not learning their lesson, SOE wound up doing this a second time in 2005 with the New Game Enhancements (NGE), a particularly reviled update that completely rewrote the game code from the ground up and dramatically changed the way the game was designed and played. A long-awaited Combat Upgrade launched in May of that year had gone over poorly with the community and the developers decided they needed something bigger to draw in more players. A conceptual mock-up of what would become the NGE was created and shared amongst the developers and producers. SOE gave the project a tentative go-ahead and the devs were given a mere six months to put together a complete rewrite of all of the game's core systems, all while putting together the game's third expansion pack AND maintaining the current code with regular updates. Several of the developers would later claim that those six months involved some of the highest workload they'd ever had to deal with and because SOE still hadn't fully decided to use the new system, they had to effectively code for two different game systems at once. The NGE was finally launched with two weeks warning to the players and managed to turn the game into an even buggier mess than it was at launch, resulting in an enormous exodus of players.
17th Aug '16 9:54:41 AM TheBuddy26
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** Also averted with ''VideoGame/ProjectSonic2017'', due to the same problems '''06'' and ''Rise of Lyric'' had.
24th Jul '16 9:55:19 PM Pinokio
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* ''VideoGame/UltimaIX'' was given a Christmas release date by EA while still in development, with missing content that would have made it in if they had waited the following Christmas.
24th Jul '16 3:56:23 PM Miracle@StOlaf
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-->'''Creator/{{Seanbaby}}:''' "History has shown that a blind rush to be first is a great way to send confused monkeys and dogs into space, but it's not always the best marketing strategy. First of all, it meant that only six Saturn games were available at launch, and all of them were made by Sega. When Sega told everyone the thing was coming out in September, that included ''the developers making video games for it.''"
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http://tvtropes.org/pmwiki/article_history.php?article=Main.ChristmasRushed