Were major professional video games really made this "organically"? [closed]
I always thought that Shigeru Miyamoto sat down and made a very detailed "plan" before they ever started programming and making assets for the game to actually construct it. And that this was how it was done in general for video games.
But then I realized that two of my favouritest games in the whole wide world, DOOM (1993) and Ocarina of Time (1998) had extremely "sketchy" beta/alpha versions.
DOOM was an extremely different game in every version up to the final (first shareware) version. I've played them myself.
Ocarina's alpha/beta footage, and leaked ROMs, show extreme differences in how areas looked then and in the final version of the game.
How is this possible? Did they not follow the original ideas? It seems like such a waste to create a whole 3D area which is just some sort of "placeholder" and then later "flesh it out". I mean, these aren't freeware hobbyist games made by one guy in his bedroom, working on it for 10 years and released (if ever) "when it's done".
I don't understand how it's possible, especially not for such a intricate masterpiece such as Ocarina. The in-development 3D environments look nothing like the finished ones, so they clearly did not have very clear instructions when they first made them. How can that be? Were these specific games extreme exceptions?
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