Some of you may be aware of a certain YouTuber who used to work for DTG, on TSW, and has given their insight into the issues DTG face and what they are and aren’t doing. The video can be viewed here Be aware the video is quite long, and I don’t take everything said for gospel, and take it with a pinch of salt if you wish, but I did pick up on some quite interesting and concerning issues within the way things are managed. That’s providing if the claims are true. I will summarise these claims below: Release dates are more important than the state of the DLC: We often claim that QA haven’t done a good job at finding and issuing bugs, but what is likely to be really going on is that they have their hands tied. Despite reporting these issues, there’s no guarantee that they will even be looked at or fixed, because they are working on an extremely tight and unrealistic schedule for the amount of work required. Big issues with the way coding is done: - DTG use linear coding instead of using an oriented object design solution. What does this mean you may ask? It means instead of features and the way things being linked to the core, each route has its own set of individual codes, which have the be individually seen to on a route-by-route basis. This is very time consuming, as can be seen by the roadmap, and the route affected by these issue(s) may not be seen to for more than a year, if at all. So instead of using a set of instructions which will change everything across the entire game, these are done on a route by route basis. For example, a fix for track rendering, as they are working for on LIRR, is NOT part of the core game, therefore, they will need to make the same fix on every individual route in the game. That’s IF they even get to work on it. Another example is the skybox. Instead of being part of the core game, which it can then apply to all routes at once, this again is not part of the core game so it will need to be done separately, each time. The same can be said for sound issues, too. This is just one of MANY issues with everything being independent of each other, and not part of the core game. Each route is essentially a separate game inside TSW which presents itself its own, individual issues which cannot be managed globally. The coding itself: - Broken coding is not fixed, but is instead modified, to try and ‘fix’ or hide these issues, which subsequently causes more issues in the long term. - Adding to the above, the modified coding is cut and paste across all routes, which transfers the bugs and issues to this route, and is then modified further specifically for the route. So this is like continuing to build on broken foundations, adding more floors to it, which will eventually make it unstable and topple. In TSW’s case, it’ll make it run very inefficiently. This is why even new routes have the same old issues we faced 2 or 3 years ago, because it uses the same, broken and modified coding from older routes, which was never fixed. ......... I’ll let you decide for yourself, but ultimately taking shortcuts and releasing DLC in an unfinished state inspires little confidence for things to improve in the future.