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Comment by sjburt

4 years ago

I'd bet that some combination of "Oh, of course it's slow, it's json" and "I'm too important to work on microtransactions" accounts for a lot it.

Or it may have worked fine in a dev environment and it only became an issue once the game was in production for a certain amount of time.

By that point R* developers had moved on to other projects and the artists may have used a different workflow to validate things and never bothered booting up the "real" game to test things.