According to Brian Hastings (Insomniac chief creative officer), the game's biggest issue was underbudgeted online play. "Very early on, we optimistically planned to do the whole game with one online programmer. We thought if we got an eight-month head start prior to production, we would have all the systems in place and a single programmer would just do 'wiring' and support work during production. Unfortunately, we were forced to pull this programmer off of online work for awhile to help us hit our gold date for Going Commando. If not for his help, we may not have shipped Going Commando on schedule, but it ultimately cost us about three months of online work. We then added one more online programmer to the schedule and he began working on core systems code with about a month left before Going Commando went gold."
Contributed By: Shotgunnova
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