The bad examples:
Daikatana(1997-2000)
A game by John Romero which explained the closedown of Ion Storm Dallas. Hasty designing, lack of professional touch, budget constrain, are only few of the aspects that caused delayed release. The outcome was neither success nor remarkable. Prey(1995-2006)
Good start doesn't always lead to good ending, to describe what was happened to Prey. The positive appreciation by public hadn't accelerated the game's finishing, instead postponed it until several years. Prey should be a great game, if it isn't belatedly published.
TimeShift(2003-2007)
One example of a good concept without good caring is nothing. In Timeshift, the player has the ability to manipulate time: stopping, rewinding, or decelerating it at will without any impact in him. But in real life we can't manipulate time; engine trouble, bugs, unsteady publisher, give a serious impact for this game.
The good examples:
Max Payne(1997-2001)
Gamers would never forget the John Woo's slow motion style in-game, including the slow release. But luckily Max Payne was never in slow business, moreover the game is developing its third sequel.
S.T.A.L.K.E.R.: Shadow of
Don't push ourself. The idiom is also suitable to S.T.A.L.K.E.R., as looking back before the release year there is no technology or engine would capable to empower the game yet. S.T.A.L.K.E.R. did the right thing by a little awaiting, if not a little late. Even the game visual looks outdated, public doesn't troubled with that since the gameplay was so great.
Spore(2000-2008)
Sometime brilliant ideas are taking much longer time for the completion. Another sim game from Will Wright, and now it's about species evolution. Grow them, modify them, build colony, make friend or foe, etc. A little boring after hours of play, but the gameplay is more than sufficient to stick our interest in Spore planets.
Conclusion
There are slight differences between the examples above, but if these phenomenons accompany a game:
- Intense promotion.
- Disappointing beta versions.
- Unexpected postpone, but in many times.
- It's gone and never returned.
- Having no steady developer or publisher.






