>> Tuesday, August 25, 2009
Again in all of these cases, the CD-i was very secondary at best. The only way to get people to do some CD-i titles was to agree to a lead CD-ROM sku. CD-i for a lot of developers was an after thought - in fact a real burden that was contractual. [...] Beam did the work on the Dame was Loaded. The Dame was an attempt to use cheaper Australian labor and acting, to get away from guild and union issues here in the US, because so much of it was of a filmic nature - but in the end, there were issues with the Australian accents, not mimicking the US accent of that era, cost overuns, etc. and testing. But by that time, the US market for CD-i was stagnant. I can imagine that even if some titles were finished, the US team might have said why bother?
I know this problem was experiencing some issues on the milestones and while there was a good completed demo - it was truly far from a solid product release. Again, the team of people who are CD-i devotees probably think the game is rock solid, but its not. The same could be said for Discworld, which I really can't recall very much on. Their complaints about product test were warranted as the English testing was not the same as the US operation which at its prime was first class operation where the typical employee was a UCLA / USC university student earning $10 an hour. But we didn't hire just any student, they had to be good and if anything they were thorough to the chagrin of some developers who couldn't believe the bugs that they found.
But I know it wasn't every ready for release. [...] Philips viewed some of these titles that they invested in - as more of a liability than an opportunity - if they could not be fixed to be a rock solid consumer product holding up to the scrutiny of the press or to the gamer who would not be happy with crash bugs (typically running out of memory issues).[...]