I've found this to be a very interesting game. Not because I've played it - I haven't - but just reading this thread, the aspirations, cool ideas, and the myriad of issues since launch.
Interestingly, if the Wikipedia article on Sim City 3000 is accurate, they took essentially the opposite decisions in its development. Maxis was originally taking it in a 3D direction (circa 1997), with the associated graphical overhead and all. Then EA bought Maxis, stepped in, and realized that was going to be a performance nightmare. So instead they switched to improved isometric graphics from 2000, with bigger maps and more features being the selling points. And they delayed the game past the Christmas season to make sure it was a good quality on release.
I doubt it did. Most probably inflexible release date and programmers not able to finish in time. Also, possibly lack of the necessary expertise to solve problems like this.
Hmm, it just occurred to me I might not properly understand the expression "make it out of QA"
In the sense Maniacal means, it's basically, "receiving final signoff from QA after development is complete that it's a high enough quality to ship". So I think you understand it well enough. Although, sometimes a product can get shipped despite QA advising against it.
There are a several reasons something can "make it out of QA" in a poorly finished state, including:
- The company is unaware of the problems, and the QA'ers don't catch them. This could be due to not having enough QA'ers, not giving the QA'ers enough time to QA the project, or possibly internal process issues.
- The company feels that the problems are small enough they can be patched later, but they prove to be more important than expected.
- The QA'ers find an unexpected last-minute issue, but management keeps the original release date against their advice.
- The company realizes well in advance that they won't have the product polished in time, but management dictates that it will ship on time. This leads to either cut features, bugs of varying seriousness, or both.
- The developers are adding new features too close to the release date, and some of these new features introduce new bugs that aren't caught. This is related to the previous one, but can also happen even when the product is on time.
In some cases, such as the server issues, you can substitute "performance testing" for QA. I can't imagine there weren't some people at EA who saw that disaster coming - it probably was decided by management not to get more servers in the name of saving money. This probably falls closest to the third category; they were able to add more quickly enough that release date probably wasn't the cause here.
Pathfinding and many of the other smaller issues likely fall in the first two categories, with some time pressure as well. I can't speak to how big of a problem it is here, but I can't recall the issues mentioned in The Sims, despite playing it a lot back in the day. And it's been established that this wasn't a huge priority in SC4, either - it's probably kind of like the AI in Civ - old-time fans want it improved, but it's never really that good.
Small cities, it's probably a design decision to keep complexity in check. I kinda doubt that it was a last minute decision to shrink the city size.