We all know that game development is a long and arduous process, but according to BioWare writer David Gaider, no phase in the life cycle of a game's production is quite as stressful as the period just prior to finalization where the team needs to decide what elements make the final game and which ones are cut.
Speaking in a post on his Tumblr page, Gaider explained that as the game approaches its alpha stage, big decisions need to be taken as to what gameplay mechanics, story elements and features need to be removed in order to make everything work as seamlessly as possible - often meaning that features the team had worked on for many long, hard months don't make the final grade.
In the post Gaider said:
his is a pretty stressful time for everyone. Every cut feels like it’s reducing the overall quality of the game, until there are so many of them you feel like you’re producing a piece of crap - until you remind yourself that every game goes through this, and the alternative is shipping late or not at all.
[The fans] are usually oblivious to what’s going on, harping on what color the sails should be while the hull is rapidly leaking water. Which is a strange dissonance from our perspective, let me tell you.
With the game set for launch on PlayStation 4, PlayStation 3, Xbox One, Xbox 360 and PC on October 7th, the development team at BioWare is now gearing up to enter Inquisition's crunch time, and it sounds like it's already starting to get a little stressful for all involved but, like Gaider says, this is something that happens during the development cycle of every game, so fans shouldn't get too concerned.