I've had a lot of bugs, but I think the bugs are magnified by the fact that FO: NV is basically just an expansion pack. It uses almost the same exact engine and mechanics as FO3, and reuses a ton of assets. Obsidian's had a long time to work on this. First, neither they nor Bethesda fixed any of the well known existing issues with the engine, despite having plenty of time to, and even having access to community-made mods that fixed some of the problems. Second, the fact that they didn't have to remake their own engine or fix any issues with it, and had a bunch of art assets to reuse, means the developers and testers should have spent almost all their time on quest scripting. But despite the fact that Obsidian is the only game company this year whose devs and testers only had to worry about writing quests and not much else, their quests are all extremely buggy and broken, with several places that corrupt your saves and force you to restart. What exactly were they doing all this time?
Really? No offense, but less than two years is not much time to make a game, re-using an engine or not. Sorry, but you're making a lot of incorrect assumptions here.
This may be lost on PC gamers, but for a console game NV is incredibly, massively buggy. A lot more so than FO3 was. (I bought FO3 at release and didn't encounter anything other than minor glitches and the occasional freeze when playing for long stretches, although the expansion packs added a whole bundle of more serious problems. Oh, and it was version 1.00 (i.e. unpatched) until I bought the expansions, so spare me the "FO3 was just as bad at release" line, it wasn't on 360.) More time needed to be taken to ensure quality control - would it really have made a huge difference sales-wise if it'd been released a month later? It'd still be in time for Christmas. 'Cause I suspect an extra months' worth of nothing but testing and bug-fixing would've made a huge difference to the quality of the end product. Or, even better, wait until it's finished before it's released, though I appreciate for a developer primarily experienced with PC games this may seem an unlikely and unrealistic objective. Like I say, as a console gamer I'm definitely not used to this level of bug infestation, but I realise this has been the norm in PC games for over a decade now. It's lamentable that console games should seemingly be heading in the same direction.
I've been a PC gamer much longer than most around these forums, and I don't really find most PC games to be all that buggy. In fact, I don't find them to be much buggier than console games (I also have 3 consoles). What you're talking about is compatibility issues, which IMO are not the same thing as bugs. Hardware compatibility issues exist in the PC game world due to the large number of possible hardware configurations, and may be the fault of the game developer or the hardware manufacturer. They're also very difficult to catch in testing...it's nearly impossible to test every combination of software and hardware that might be in someone's system. In my experience just as many console games have bugs as PC games...they just shouldn't have hardware compatibility issues.
But let's be constructive in our criticism: what lessons can be learned from this? Should Bethesda have kept a tighter leash on Obsidian? Did they conduct any QA of their own, or did they leave that solely to Obsidian as well? If so, that seems naive, given Obsidian's track record. I would be fascinated to know exactly how much the two companies worked together on this, whether it was just a case of Beth giving Obsidian their engine and assests and telling them to get on with it or if it was a more hands-on approach of the sort employed by Nintendo when operating with second parties like Retro Studios, with regular liasons (and, to be frank, bollockings) to ensure standards were maintained. Either way, we can only hope that lessons have been learned from this and that no-one's reputation has been too badly tarnished.
I think a lot of people are misinterpreting the reasons the game was released in a buggy state. A patch for a lot of the in-game bugs (over 200 of them) was released for the PC the day after the game was released. Obviously Bethesda and Obsidian knew about these bugs waaay before the game was released. Bethesda, being the publisher and overseer of the project had the power to push back the release date. The question is "why didn't they?"
That said, I'm finding the game to be rather un-buggy so far (30 hours in). I realize that doesn't mean it's not buggy, but I'm yet to see what the all the noise is about. As far as their track record, it's well-known why KotOR II wasn't finished. I personally didn't find NWN2 or Alpha Protocol to be buggy at all. Sure, AP had some weirdness with the cover mechanics, but other than that I didn't see any major bugs in 3 play-throughs. I had NPC companions disappear when changing areas a couple of times in NWN2, but that's within the realm of acceptability is games these days...I didn't find it to be more buggy than an average game. Perhaps it's because I didn't play it until after the first patch? :shrug: