Doom Eternal’s delay allows for more polish but doesn’t stop crunch

Doom Eternal would be a different game if it wasn’t delayed, said executive producer Marty Stratton in talks with VG247. He discussed what the delay meant for id Software, as well as the crunch that was happening before the game got delayed.

Delays in games are sometimes moaned about, but many times the reason for a delay is to make sure the game is as good as possible, rather than a rushed project. Nobody wants a broken game or an average game that is better months or years later. No, we want instant gratification and games in a good state… but we also don’t want to wait for them.

Stratton isn’t apologetic about the delay though: “I say it’s the best game we’ve ever made. I don’t think I’d say that if we didn’t have that extra time.”

“It allowed us to do a lot of polishing, hardening of the back-end systems and we do testing throughout where we bring in people externally. We did a couple of additional versions of those and made a couple of additions to the game, just balance-type things and patching up a couple of exploits.”

It turns out that there was crunch in the studio for most of last year, and the delay allowed the pressure to ease off, according to Stratton. However, staff often choose to work late even when told not to crunch, and sometimes one group will crunch to allow another group to work properly.

“It’s almost one of those things where we’ll push it even harder to get even more just as tight as it possibly can be.”

So we will get a more polished game when it releases, thanks to crunch hiding as dedication.

If it has the letters RPG in it, I am there. Still battling with balancing trying to play every single game that grabs my interest, getting 100% in a JRPG, and devoting time to my second home in Azeroth.

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