I would be VERY thankful if given the opportunity to cuddle with you . <| sep |> Hold my tax returns , I ' m going in <| sep |> Make sure you have enough coolant in your coolant reservoir . If the fans are running when perhaps they shouldn ' t be it could be a sign that you have a low coolant level and therefore your engine is running hot . The fans are trying to cool the engine coolant which flows through the radiator at the front of the car . <| sep |> It ' s been in production for 4 years . By comparison the incomplete MGSV was 5 years due to a new FoxEngine and Kojima being a perfectionist very similar to Chris Roberts . Konami refused to fund his game to completion and forced it out . Kojima probably needed another 12 months . There are countless examples Destiny 5 years and it had the majority of its features cut and becoming arguably one if the biggest development failures in the gaming industry , but they managed to scrape bits of the original game together for release Uncharted 4 5 years after Naughty Dog lost a lot of talent burning them all out on making Uncharted 3 in 2 years . They still burned out their staff on this project and nearly went bankrupt over RD GTA IV 4 years GTA V 5 years starting with 360 staff and ending with over 1 , 000 Witcher 3 3 . 5 years and they ran out of money and staff about half way through . They had to sell out to Nvidia , sell stock to raise funds and hire well over 200 more staff to complete the game . They also burned out their staff on this project similar to Naughty Dog on Uncharted 3 and 4 . Fallout 4 4 years depending on who you ask SWTOR 5 years and the first 6 months was a rolling disasterHalf the games on this list don ' t even have Multiplayer . Of the 3 that do only one is an MMO with any real number of players interacting at the same time in a decent sized environment that could be called an MMO . To make a single player AAA game is difficulty 9 . To make a game Multiplayer is difficulty 10 . To make a game an MMO is difficulty 11 . It ' s why the failure rate on MMOs is so high . Only SWTOR is purpose built for the PC . I realize this is a tiny sample but it ' s very indicative of the wider gaming industry . PC Only releases are relegated to indi developers while big publishers demand a release on as many platforms as possible . When you release on an engine designed for the consoles there are Pros and Cons . One big Pro is you don ' t do RD . Not having to do RD means you know exactly what the limitations of the engine are and what you cancan ' t do so most of your effort is on building a game , not developing one . However that Pro is also a Con as Activision found out recently with CODIW . Having hard limits means you can only do so much . Do you have big name actors in your game with pretty graphics for their heads eating up a ton of memory or do you spend your memoryresource budget on the rest of the level . Activision choose pretty heads over the rest of the game . On top of that one of the biggest complaints is a lack of feature beyond what everyone has already experienced since MW 23 . There are no new features of note and certainly nothing that enhances the gaming experience . This is due to lack of RD . Something you cannot ever do if you are annualizing your franchise . There are a lot of other games with 3 year development cycles such as Battlefield so it ' s fair to bring that up . But it ' s also fair to bring up their failures such as BF 4 . Same can be said for Bioware ' s Dragon Age series after DAO . What almost all of these studios had in common is a core group of developers . Many of them having worked together on more than one title so probably 5 years experience as a team . The smallest being CDPR for Witcher 3 at around 65 staff with most of the others well north of 300500 . Not a single game on my list was made without nonstop crunch . Employees racking up insane hours and never seeing their families . What CIG never had was a core group of developers to start . They had no offices , no studios , no experience as a team . It cost them dearly . They burned through a bunch of staff in the first 2 years of development and used mostly outsourced staff . A lot of that work ended up being unusable for various reasons design , direction , quality etc . Only since the end of 2013 have they had a very solid foundation of employees across offices with the necessary discipline to take the game from the mess that it was to what it ' s turning into now . CIG didn ' t even have 360 employees to start . It was about two dozen staff in the first year with most of them coming in half way through the year . Big studios poaching their senior physics programmer repeatedly for a year holding back engine development for that crucial first two years prompting them to spend months doing a reorg away from Austin and getting accused in the press of failing also didn ' t help . The irony . Then on top of this most of the games on that list didn ' t do a ton of RD except for Uncharted 4 which almost bankrupted Naughty Dog . CIG does nonstop RD similar to what CryTek does . That ' s unprecedented . Nobody does that . They need to so they can deliver the features promised because existing engines simply can ' t do it . Again they get burned in the press for it . TLDR No . learn .