Board Thread:Off Topic/@comment-30231630-20170613040752/@comment-4010415-20170805122641

JadenLan wrote: 1. Oh yea, Monty was a person that saw amazing moments as opposed to the whole picture. Like the whole:

Miles and Kerry: "No, Monty Stahp. Don't put giant lasers in the first season, that's overpowered for where in the story we are" (Monty does it anyway) Miles eye twitch.

2. Trying to learn a brand new program (even if it is the industry standard) from scratch to the level he knew poser would be incredibly difficult and time consuming. Time that could be spent animating. 1. More like...

Monty: *Working on the Black Trailer* You know what would be cool? If Blake cut the train itself in half!!

Miles: That is cool... but overpowered. She's nowhere near that level, so please don't.

Monty: Alright.

.*Volume 1 comes along*

Shane: We should cut this in half and that in half.

Monty & Shane: This is the episode where Ruby cuts the entire planet in half!! *Jabbing at Miles*

Shane: *Sneaks in Penny cutting airships in half*

Miles: *Recording the directors commentary, sees that* YOU SON OF A BITCH

True story.

2. But sometimes you have to make such sacrifices and have patience and delay the creation of your project for the sake of better quality.

For an example that's fairly recent news: Kingdom Hearts 3. A year into KH3's development, Square Enix's higher-ups told the KH3 development team to change from using Luminous Engine to Unreal Engine 4, despite the fact that this meant effectively starting all over the from the beginning. Tetsuya Nomura actually revealed this in an interview last month.

But this was a necessary evil. Luminous is a badly-made game engine. It was one of the factors that led to Final Fantasy 15's long development period (there were other, bigger factors, but it was still a factor) because it kept having issues that they had to fix. Not only that, but we have to face the fact that FF15 is kind of buggy (there are buggier games, but that doesn't change the fact that it's buggy), and that's most likely the Luminous Engine's fault (some people think that game engines are only responsible for visual graphics, but they actually run pretty much everything in the game).

Unreal Engine 4 is a really, really good game engine, and all Square really needed to do with it was add some plug-ins that suit the needs of KH3 (and Final Fantasy 7: Remake) and actually focus on making the game itself. Not only that, but they don't have to spend time teaching new hires how to use it (unlike Square's in-house Luminous Engine) because Unreal Engine is actually being used by a lot of people worldwide (specifically because it's really good and, at the same time, relatively cheap).

In that aspect, Square Enix sacrificed time for quality. (This is setting aside the fact that one factor is that Square wouldn't give the KH3 development team the amount of personnel they needed for quite a while)

This is actually a pretty good comparison to RWBY because... really... look at Volume 1 in Poser Pro and compare it to Volume 4 in Maya. Volume 1's visuals, animations (aside from fight scene choreography), and facial expressions are nothing compared to Volume 4's. If RWBY could have had the visual and animation quality of Volume 4 from the very beginning, I don't think as many people would have dropped RWBY early in the show's run.

So, basically the comparison is that both were using a lesser-used, lower-quality software (Luminous Engine/Poser Pro), when it would've been better to use one of the higher-quality industry standard softwares (Unreal Engine 4/Maya), despite the fact that using said industry standard would mean a delay in release. This is especially considering that new hires onto the development team/animation department would be much more likely to know how to use said industry standard than they would the lower-quality software.

(I'm aware I'm comparing a game developed by a massive company to a webshow produced by a significantly smaller company here, but still.)