I'm not sure what will come from the current cycle, but typically there is a little downtime between things. Usually some R&R days from crunch and people will take vacations shortly after launch. Rolloffs are scheduled all through the cycle and some people like concept artists will roll off onto DLC or other projects long before the game ships. Some people will go to DLC, some will go to other projects and some will go in the core tech group. It all depends on what the studio is doing and where people are needed.
SR3 DLC spun up super fast before we shipped SR3 and we had to pull people from other projects in the studio to work on it. It's generally assumed that DLC that ships on the disc was just content that someone thought they could sell so they pulled it out of the game, but the truth usually is that the content wouldn't have been made if it wasn't for DLC. The fact that it ships on the disc is just because the work was accomplished soon enough to go on the disc so that the players don't burn bandwidth downloading it. It's a bit of a slippery slope though because it's easy to feel cheated as a player if the DLC is on the disc, but on the other hand if the DLC team has completed some of the work, why not include it on the disc if there is room?
With the next generation consoles coming out this winter. Will there be a new engine for the next game (after SR4)?
If so, how much about the new engine can be revealed?
One thing that was listed in one of the threads (can not remember where) was that doing more then a 2 person CO-OP is/was difficult due to the amount of data that is sent between players just for the users data.
Is there a way to compress the user data and send it once to the other players.
Then just call on the present data instead of resending all of the users data every time (to cut down on network bandwidth).
Something like a compressed 3 or 4 part setup.
IAD material (Body build, skins, facial features, hair, taunts, voice, etc)
Cloths (everything)
Weapons
User level & unlocks.
Then only update the part or parts that a the player makes a change to during co-op or open world game play.
IE someone goes into IAD and changes there face features, but leaves everything else the same.
Then the system would only send an update for that part of the compressed user data to the other players.
Example. Player 1 kicks off a taunt after doing a beatdown on an npc in the OpenWorld/Co-op environment.
The other players would get a call for the compressed data set of player 1 on there box, at location X,Y,Z and taunt.
Or something along that idea.
For an open world environment you could preset an area that other players would be visible in (say 200 meters in game from user location).
Player compressed data sets that are outside of that users zone on the server would not be sent to the user.
Then as the user moves around the open world they would receive compressed data sets for other users that entered their zone and would drop data sets from users that were well outside of there zone or had disconnected from the servers (say over 400 meters in game).
This would be tricky in that everyone on the server would need all of the cloths, and weapons in there game folder (IE mod's that would offer new cloths or weapons would need to be on all users machines, even if they do not use them). This would be possible by gettings the SDK out to allow building cloths, and weapons as addons, instead of replacements (IE create new vpp's to go into the cache folder that list: the item, the store where it can be purchased, and the price).
Also using a server listing along the lines of Tribes 2's old Server list would be very useful for the users.
As it would list what version of the game was running on different servers. As well as what mods are running on that server (IE for T2 things like Ultra, Renegades, Meltdown, and Warfare were just some of the mods).
Hmmm I may have put to much into this post????