Programmed ? Of course! Released ? Never, except exactly one. For just a couple of reasons:
Spend a lot of time to make perfect architecture Defensive coding Competent QA team
Good architecture leave no places for most stupid "bugs", defensive coding style & techniques forced across team by team lead(s) with apropriate monitoring (code review, etc.) leave no places for pesky "bugs". In most cases defensive coding allows to detect these "bugs" at first run after they are was introduced (in simplest cases via the appropriate assertions and invariants checks across the code). I personaly not even count these as a bugs because it mostly never even reach the QA team and detected by programmer himself during write-run-check cycles. For me bugs are the errors which are detected by QA team (or, the worst case - by user) and which are really not obvious errors in code. It hard to believe but my team never released any "game-braking" bugs. Actually we never released any major bugs, thanks to 3 points I have mentioned above (well, it is also because quality of the products was a priority for our company)
I have only one relatevely serious bug released in my practice. It was threads synchronization bug. It reveal itself once in a 2-3 month (for a QA machine run in 24/7 mode, just to say), so it was really tough beast. It was never fixed because whole subsystem were refactored and rewritten (not due to the bug but for other purposes).
So, PoE situation is not normal under any circumstances. It is not normal to have first-day patch, it is not normal to have tons of obvious bugs detected by users in fisrt 3 days after product release. I would say it is unacceptable, especially for bugs in game mechanic, which are essential for such game types. Does we complain about the annoing but harmless UI bugs ? No! We complain about broken abilities which could be detected by QA team before release, we complain about broken combat math which could be perfectly self-tested by set of good unit-tests or via other techniques. So we complain agains the things which never should occur for released product.
I hope you get my point now.
Hey Alex,
What was the name of the game your company released, if you can tell us? At least describe it Like the core system (Epic's Unreal engine, Gamebryo, etc.) and the target platform (PC, Xbox, etc.) What was the size of the dev and QA team, and what was your ballpark budget?
I would prefer not to disclose such information. I hope you will not be offended.