10 Things All Superhero Games Can Learn From Batman: Arkham

9. Don€™t Be Afraid Of Delaying

One of the most widely contested and controversial topics currently underway regarding gaming is the so-called €˜dev-cycle€™ i.e. the amount of time allotted to a developer before a game goes gold and is ready for release. Many developers are burdened with unrealistic deadlines and release dates to meet in order to satisfy the upper echelons of the publisher they are bound to. 2014 was a particularly notorious year for buggy, unpolished titles, with annual releases being the biggest culprits of terrible releases (Here's looking at you, Assassin€™s Creed). Whilst not an annual release, Beenox€™s latest Spidey-title was an adaptation of the sequel to 2012€™s €˜Amazing Spider-Man€™ reboot, and thus had to work for a release that would coincide with the release of the film. The finished product was in many ways lacklustre, but also had the potential to actually be something quite special. Not to engage solely in hypotheticals, but had Beenox been given the ability to set their own pace and deadline, it is quite possible that they may have been able to craft a title that was both robust and innovative. Since 2009 there have been three released triple-A Arkham games, or one every two years. Arkham Asylum saw delays, as has Arkham Knight, indicative of Rocksteady€™s tried and tested approach to game development. Point being: If you let developers work to their own time-scale, they€™ll be able to construct a good quality title.
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