I was thinking about my recent post a bit more about hiring a dedicated debugger but then I though about this:
The impression I've gotten from dev streams, and past and current issues, is that the original code for Neverwinter is hard to work with. I can't quote exact phrases or statements about it now, but if it's possible to start from scratch or almost from scratch, how many programmers might be required, and how much might that cost?
I mean the Foundry was removed, and many dungeons. When I found Neverwinter I was shocked that many storyline quests and achievements related to dungeons were unobtainable.
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That's a bit pessimistic cavvy.
By rewriting the code I'm assuming they would keep what was good and restructure the weak stuff but whoever did work on it would need a comprehensive grasp of the code as is.
Take the salary of the programmer depending on their experience and how much they get paid. Multiply that by the number of programmers hired in to do the task. Then multiply by the time to complete the contracted task. Salary x Number x Time = cost.
Let's assume you want this done in 6 months and you need 12 programmers on staff. Average wage for a programmer in California is $70K per year or $80K if you are in the area of San Jose, CA.
$70,000 x 12 x 0.5 = $420,000
Keep in mind, if you reduce the staff (fewer programmers) then you get increase in time for the project. Also you would need to have a long discussion with the individual programmers to get an estimated time to finish the project. If you wanted to reduce some cost, outsourcing to another state or country would work. However outsourcing will result in loss of security and code will be leaked.
Let's assume Cryptic only has 3 programmers on staff and they give a contractual dead line of 3 years. That would cost them $630,000. I think that should give you a rough answer to cost of reprogramming a game. This is just the cost of the programmers and not the database engineers, or other executives that work there.
What you would get it is somewhat similar looking version of the game with slightly different mechanics and variations all over the place, and it would end up feeling very different.
Additionally, you need to consider the cost of maintaining 2 codebases at the same time with feature parity. Development on the current version of the game would have to continue - 3 years with no new features would be a death sentence for the game. However, that means that those new features would also need to be implemented in the "new" version of the game - with identical behavior. This drastically increases the cost of rewriting the game.
Many large companies have tried to do a full re-write of large monolithic applications, and almost all have failed. The only tried and tested method for fixing old bad spaghetti code that consistently works is to chip away at it in a piecemeal manner - that way you can test your changes in isolation, and improve the code one file/feature at a time.
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