I can't hear what modern AAA game devs say over the sound of the indie games I play for 1/6th of the price on a laptop that doesn't require its own nuclear-plant-grade cooling system.
I'm just going to point out that John Carmack was the dev and the manager in charge of Doom. Lord GabeN is an avid gamer. The problem now is all the management is handled by suits trying to squeeze every last dollar out of a game. Moral of the story: Stop preordering shit and don't buy games that are broken. Once they stop making money, they'll change their ways.
They renamed beta access to "full release" so they can charge the beta testers 60+$. And "full release" to "The Mega Ultra Collection Anniversary Game of the Year Edition" that is sold for 15$ a few years after beta release.
That clearly isn’t true. I’m sure the developers of Redfall intended for human enemies to stand still while you shoot at them, to completely disallow pausing in a single-player game, and for less generic NPC dialogue than Borderlands 1.
Man, dont blame the fuggin dev's. Their jobs are, frankly, shit and insanely stressful. And most (not all ofc) of are passionate about what they do and just want to make something awesome, but they have little choice to but to be shackled to some publisher that just wants to rake in figures. Most (again, not all) of the really shit tier design choices are publisher decisions, not the studio.
Necessity is the mother of invention. The original Super Mario Brothers was 40KB because that's all they had to work with. Now they can fart out 100GB of poorly optimised crap and nobody will notice or care.
You can have a game with detailed, high-resolution textures and a huge world, or you can have a game that is small and doesn't take up much hard drive space. You can't have both.
Not really. A publishing company generally makes games too, like EA, Ubi, etc. AND they have a stake in seeing some success come from the game. Your favorite dev has just as much capacity to lie and mislead you about their product as any evil, faceless, AAA gaming punisher.
This isnt how gamedev works. EA publishing is not the same as an EA dev studio. Also you generally never hear or see game devs in public marketing, because we are too much of a liabilty and if we word something wrong in an interview, or talk about a feature that gets cut. it will be quoted at us as a lie for the rest of time. So usually you will only see community management. Maybe the occasional creative director. People whos job IS to talk.
The buggy launch issues could be reduced by requiring a playable demo of the game before launch that is made from the final product's code. You know, that thing most companies did voluntarily back in the 00s and prior. That thing that let people figure out if they could actually play the damn game on their PC before launch and if it was fun. Bring that back.
Yes and no. That 50 GB patch? At least you get a patch! Before the internet, if there was a bug, you better learned to live with it. Maybe there was a patch on a cover disk of a gaming magazine. Some shitty games back then just didn't work on your PC. And good luck trying to return software. So trying a demo was pretty essential, but of course it was no guarantee that the final game would not contain some new bugs.
Uhh... what's yours? "This drug prevents heart disease, so it's actually MORE general purpose than that other drug that prevents heart disease and cancer, because more people die of heart disease than of cancer." Yeah x86 is super common. Doesn't change the fact that x86 assembly is still less portable than compiled code by definition.
There's WAY more to an application than ISA. Also C/C++ compilers from the last 20 years or so produce far better machine code than most programmers while keeping the codebase maintainable.
You mean diablo 3? Sc2 campaign was always available offline iirc. It definitely is now. And I distinctly remember playing heart of the swarm on release day offline because the servers were overloaded and it told me achievements would be disabled offline.
This one bugged me too -- by definition assembly is hardware specific instruction sets, it has zero compatibility, which is part of the value of platform-independent programming languages. Coding in ASM is certainly IMPRESSIVE, but it's not maximizing compatibility..
Yeah in other comments it came out that what was really meant was "super optimization in assembly allowed the game to be playable on a broader variety of x86 platforms as opposed to top end machines only."
The sheer volume of different GPU hardware now would make using assembly nigh-impossible, and exceedingly improbable. There's a reason graphics APIs exist now.
Way too much to unpack here, but it's weird to compare what was a small indie game (Rollercoaster Tycoon) to AAA and size limitations then vs. now. Additionally, as computers became less pre-built with fairly standardized specs and more assembled with lots of variance, that means you can't design for everyone - designing for consoles gives a standard (which is why PC releases seem to be more broken lately), especially if they only focus on one gen.
It ain't developers, it's the managers. There's just too much money to be had now compared to back then; so there are loads of leeches who only care about money
This. It’s not the dev’s making unreasonable decisions. Devs don’t even get to make decisions anymore. It’s all slathered under six layers of board room bureaucratic blubber that came in when the hardworking studio was gobbled up in a merger.
They were just as bad back then. Like with music we remember the good and let the bad fade into the history books. The video game crash of 83 is a great example of corporate greed creating so much broken shovelware that it almost killed the industry. Heck It DID lol US console manufacturing for 20 years.
ET is kind of the poster child because it was the biggest name, but it was emblematic of the industry at the time. Just thousands of games that were created in just a few weeks and pushed out with no testing, no manual, often impossible to actually complete due to game breaking bugs. Imagine going to the store, having to choose a game based ENTIRELY on box art, no reviews, save there's a greater than 50% chance the game is totally broken. Nintendo had to pretend to NOT be a video game system to
get ANYONE to look at the NES, because people fundamentally didn't trust the very concept of "video game" anymore. It's also why the "Nintendo seal of approval" was such a big deal. If you bought a Nintendo game, you always knew it was ACTUALLY a game and ACTUALLY worked, even if it might be a bad game. It was no golden era.
That's only half the story. 20 to 30 years ago, there were no "game developers" but computer scientists who decided to develop games. That's a difference. For the past 10 years or so we had amateurs that got into game development and tried to get the hang of the game engine that they can afford or that is provided by the company that employs them. Yes, there are still exceptionally good professionals in the gaming industry, but the average level of competence has deteriorate dramatically.
I get what you're saying, but 50 years ago would be more accurate for the timeframe. 30 years ago was 1993; there were absolutely people making games who weren't computer scientists.
I was exaggerating. What I meant was that game developers of 20 or 30 years ago usually had a college degree level of education in computer science or equivalant professions. Not all of course, but many more than today.
You got some numbers to back that up? I've worked in tech, both in the game industry and elsewhere, for 20 years now. In my experience there have been far more people with computer science degrees at non-game companies. Game companies are full of self-taught hacker types. They have a greater tendency to have cool game ideas but poor code discipline.
"In my experience there have been far more people with computer science degrees at non-game companies. Game companies are full of self-taught hacker types." That is exactly what I said.
And never forget that the managers are accountable to shareholders. That the first priority of corporations is short term shareholder-interest is a far bigger factor than some manager being greedy or not.
It's a mix. The majority of shareholders don't know shit about game dev, nor do they care in the slightest. So they usually make general demands, whereas management is close enough to a project to make more specific fuck-ups. But it's supposed to be management's role to insulate the shareholders and the devs from each other, and to navigate the needs of both. Y'know, manage. But too many these days are just shareholder yes-men who make life harder for the devs.
Nothing better than watching the hype train derail and kill off thousands of players because it "arrives" at an incomplete mess of a game. It's especially great when there's something there that'd be fun but everything else is ruining the experience. Big one lately is Fatshark just absolutely bombing with Warhammer 40k Darktide lately, or that game Redfall from Arkane/Bethesda.
tiny octopus played 7 minutes of Redfall before turning it off. The controls are so janky, the UI is borked, and it was like a pretty coat of paint on an absolute shitwreck.
I really liked darktide, and they had a ton of potential. Too bad it looks like its gonna be DOA. its actually very fun, but i dont need another subscription.
Redfall is a Dishonored reskin for Left 4 Dead. Also, Dishonored, Redfall, Prey, Ghostwire Tokyo, Bioshock to an extent, etc. are all the exact same magic shooter with different flavor. You can't milk this concept forever, especially if there's nothing to support it like a good story.
World of tanks... It preys on people with addictive personalities. There are people that spend thousands per year on pay to win upgrades in that game alone
A whole generation of new human beings have grown up in an environment where microtransactions and DLCs and lootboxes are the norm. To them, paying for a game again and again and again is normal. What we know to be the truth, of how game development can function, is radical and alien to them, exhibited only rarely, to niche audiences.
I know one guy that purchased 4x $500 "gold mechs" for a game (plus dozens of $50 packs), and another that has >$10k into Star Citizen ships. It's absurd.
Hundreds of dollars over multiple years ain't that much money. That's "you can get a fancy border for your avatar pic" kinda money, i.e. entirely reasonable, not "half the game is either microtransactions or buyable early" unreasonable money.
Imagine you're standing in front of a shelf and there's a magic game in it that says "Now with shiny avatar borders" and the price tag is 500 dollars, but you'll only realize this 2 years later. That's not reasonable, especially when most "reasonable" unlockables are scrapped or shelved character studies. They had the content thought out before, locked it behind tokens so you don't realize you're spending real money, and you paid for it twice.
No, I mean things like "here's our game for $20, and you can at any point pay us an extra $2 to get a special cape for your character, maybe also $2 for an avatar border, and that's it". That hurts nobody. Microtransactions are generally misused, but they aren't inherently evil.
I feel like no one ever told you that your opinion is not objective fact. Calling people "simps and fanboys" for liking things you don't like or engaging with things in a way you don't want to engage with them makes you sound like a petulant child. This is why "gamers" have such a negative image as a group.
Most of those gripes are about publishers forcing things to be in the game particularly with microtransactions and always online. The games as a live service thing is almost 100% publisher lead. Maybe now that every $70 dollar game is bombing they'll get the message.
Its sales were 35% lower than the predecessor though, so... Accounting for the higher sales price, they saw a 19% revenue drop. And of course, revenue isn't profit. And these days an AAA game budget tends to be in the ballpark of $200 million.
Oh I know, believe me. All it takes is one fucking guy to spend 17k on the mtx in dragon age: inquisition's poorly tacked on multi-player mode and they see it as profitable and justified.
Similar to most others in the industry at this point. I'm sure most workers don't like what upper management is doing with their company, but they still gotta work to put food on the table. These big companies prey off the loyalty of their own customers and workers. It's just sad.
The thing is that, as a workers force, game devs have been complacent with this shady shit for too long. It's similar to a lot of the tech industry and how they didn't feel the need to unionise. Yes the problem is the greedy CEOs and no, the whole burden of blame or ability to fix is not with the devs, but they sure as shit can't be commended for their efforts either.
I started reading industry trade mags in the 90s. "Crunch" was cited as a major issue in game quality from the beginning. But since you're "paid to Make Art," there's always been a pervasive (and often accurate) feeling that malcontents can easily be replaced. It's really hard to overcome, and requires everyone to make the decision in unison.
You can blame a lot of problems on management but comparing the competency in design of today's games vs yesterday's tells its own tale. UI design and functionality has just gone down the shitter in the last 10yrs.
Shareholders ruining everything from movies to games and many others. No room for risks and new ideas when you need to make a profit and the only sure way to is to look for other successes in the past and milk the teat until it bleeds.
I've worked in game dev and publishing for well over a decade now, having been with studios ranging from small project groups to big ol' AAA leaders. With only a single exception of one particular embezzling dev group, it's always been management who fuck things up. 99% of the time, they're the ones who make some brain dead mandate that snowballs and sinks a game, yet they're the ones who always get bonuses and stick around "feeling regretful and upset" while everyone else gets laid off.
Suits (read corporate greed) absolutely suck the good out of everything. From entertainment to basic needs, to loging, healthcare. Everything is made worst by it.
This. Mega-corps will buy every successful indie studio, gut out all creativity, and force them to sell the blandest stuff to have a safe investment return.
Yep- The Devs don't want to release unfinished games. Much of the problem with modern AAA gaming is due to CRUNCH CULTURE, where the Devs are expected to do way more than is humanly possible in the time allowed. Also, the Game Company paying the Devs can keep moving the Goalposts, which makes it impossible to properly finish (and test) the game.
Can confirm. Most of my work history is in VFX and most of the problems with film VFX comes from the director either changing their mind constantly or literally asking for the impossible e.g. Make a red square that is also green and circular.
As a developer who has friends in the game industry it is 1,000,000% this. For most devs, working on a game is a labour of love. It's shitty management/finance based decisions which suck all the life and fun out of what they do and what they create.
As a former game industry programmer, that's why I got the fuck out. I mostly worked on website stuff like user account dashboards and shit rather than the actual games, so it wasn't quite as nuts, but it was still pretty nuts.
Right?! The fact that they're bringing up the complaint about the fuckers stealing someone's breast milk from the god damn fridge?! Shouldn't the thief be the one getting shit for that one?! But hey.. Sure.. Bitch on the people getting harassed.. That'll help..
Oh I know all about that shit.. James Stephanie Sterling has not let that go since the day the news came out, and they're right not to. That shit should lead to arrests! That's my point. The post seems to belittle the people who had their breast milk stolen. And blaming devs for the stupid decisions of corporate overall really..
It's also some outrageous standards by players. I've seen so many games that look great get blasted for not having perfect graphics. Hard to make a small and fast game if you're gonna get blasted for graphics not being cutting edge at all times.
I've said this in a discussion about cyberpunk's disappointing release: the promising of features and the delivering of said features are done by different sets of people.
Capitalism is a cancer. We continue to watch it rot out industry after industry turning them into these soulless companies that only exist to generate more capital.
I've always been against triple a games. Since ps2 the first time I played a QTE. I remember being appalled by it so terribly bad bc I knew this will be gaming next couple decennia.
I feel like you weren't there or aren't remembering that time period accurately. Those games are remembered because they were exceptional. The video game market almost died in 83 under the sheer weight of broken, low quality games. System requirements were a massive concern, and even if you met them there was a decent chance games just wouldn't run when you tried to install them due to hardware not being standardized. And if you lost whatever gimmicky copy protection toy they included, game gone
80's crap was a different bag of shit, twas the consoles, Commodore, Sinclaire etc. ET game is a worthy representative of that time. As for PC game at the time of idk, 286-586 (and Pentium 1/2 I guess, before first 3D GFX cards (ayy, my 1st Voodoo, sigh)), u had to fck with high/low mem, config.sys and hmm, one more besides, to fit all the shit into the 640kb or w/e it was. Fun times.
I think it was '96 or '97 when I acquired a CD-ROM called 500 Greatest Games for DOS. All shareware demos ofc. The games were very simple even by 90s standards. My teenage mind was blown...500 games! Well, kind of: dozens never worked, many of them were functionally identical low-effort copies of eachother. There were a few gems like Jazz Jackrabbit and Commander Keen. Maybe I didn't play every single one but I damn sure tried. Looking back, they were mostly crap. Did I still love it? Yes I did.
I came here to say this, I think people forget how many completely broken games came out and stayed that way up until like the 2010s. At least now some companies go "oh shit out bad" and try to fix it.
Yeah that was a thing up through the early 90s I think. Compute and Byte magazines were a couple of the big ones. If you paid a little extra you'd get a disk with the game programs already saved on it. But you could still edit them to see how they worked.
Nowadays it would not be unusual for a simple binary to be large due to frameworks or libraries coming with it. It's small enough that no-one cares, basically.
Try Satisfactory. It has been in Early Access for years, but it has been stable for at least 2 years. It should be mostly feature-complete by now and the worldmap won't change enough to break your factories anymore.
MachineInterface
I can't hear what modern AAA game devs say over the sound of the indie games I play for 1/6th of the price on a laptop that doesn't require its own nuclear-plant-grade cooling system.
DianNaoChong
It was always more of the bottom than the top.
Mr21782Man
I'm just going to point out that John Carmack was the dev and the manager in charge of Doom. Lord GabeN is an avid gamer. The problem now is all the management is handled by suits trying to squeeze every last dollar out of a game. Moral of the story: Stop preordering shit and don't buy games that are broken. Once they stop making money, they'll change their ways.
alt86er
maliciousGman
*cries in Titanfall*
bladderinfection
Hitman 3, single player - static images don’t load because…online.
b1candy2
It's not developers, it's publishers.
pelaaja0
They renamed beta access to "full release" so they can charge the beta testers 60+$. And "full release" to "The Mega Ultra Collection Anniversary Game of the Year Edition" that is sold for 15$ a few years after beta release.
wadatahmydamie
That clearly isn’t true. I’m sure the developers of Redfall intended for human enemies to stand still while you shoot at them, to completely disallow pausing in a single-player game, and for less generic NPC dialogue than Borderlands 1.
Marsupialmessiah
Skyrim ultimate annyversary uber latest edition still has the exact same bugs as the original they didnt even bother to patch it
modus0
Why would they? USSEP does it for them, for free!
SaturnineCult
Why bother when the mod community does that for free. Wait, we can (try) charging players for that too!!
WolfRamX4
Man, dont blame the fuggin dev's. Their jobs are, frankly, shit and insanely stressful. And most (not all ofc) of are passionate about what they do and just want to make something awesome, but they have little choice to but to be shackled to some publisher that just wants to rake in figures. Most (again, not all) of the really shit tier design choices are publisher decisions, not the studio.
JimboTCB
Necessity is the mother of invention. The original Super Mario Brothers was 40KB because that's all they had to work with. Now they can fart out 100GB of poorly optimised crap and nobody will notice or care.
KommSusserTod
Oh hey, you had a stressful day, and you want to relax while gaming? Oh, your wi-fi is down, again? Well, fuck you for existing, you piece of shit!
NoQuestionMarksInDeclarativeSentences
Yep. No more Blizzard, for me. That broke it.
Arcanum3000
You can have a game with detailed, high-resolution textures and a huge world, or you can have a game that is small and doesn't take up much hard drive space. You can't have both.
Crowlands
The second one. Every time.
aPinchofMensch
The pretending game devs are saints needs to stop too. Companies like CDPR knew their games weren't as advertised.
mrthewhitee
Cdpr would be on the bottom row here. Those aren't the saints.
aPinchofMensch
Majority of people wanna blame publishers or shareholders when developers (even indy ones) can be the source of the problem.
AgnosticPaladin
That's because in the vast majority of cases the publishers or incompetent/ bastard managers *are* the problem.
aPinchofMensch
Not really. A publishing company generally makes games too, like EA, Ubi, etc. AND they have a stake in seeing some success come from the game. Your favorite dev has just as much capacity to lie and mislead you about their product as any evil, faceless, AAA gaming punisher.
Eldroidio
This isnt how gamedev works. EA publishing is not the same as an EA dev studio. Also you generally never hear or see game devs in public marketing, because we are too much of a liabilty and if we word something wrong in an interview, or talk about a feature that gets cut. it will be quoted at us as a lie for the rest of time. So usually you will only see community management. Maybe the occasional creative director. People whos job IS to talk.
theoutlander523
The buggy launch issues could be reduced by requiring a playable demo of the game before launch that is made from the final product's code. You know, that thing most companies did voluntarily back in the 00s and prior. That thing that let people figure out if they could actually play the damn game on their PC before launch and if it was fun. Bring that back.
ThisGostakIsHereForTheDoshes
Yes and no. That 50 GB patch? At least you get a patch! Before the internet, if there was a bug, you better learned to live with it. Maybe there was a patch on a cover disk of a gaming magazine. Some shitty games back then just didn't work on your PC. And good luck trying to return software. So trying a demo was pretty essential, but of course it was no guarantee that the final game would not contain some new bugs.
caustickiwii
Assembly is literally the opposite of portable. It's literally human readable machine instructions, it's specific to an architecture.
UKallikat
Yes, and gaming is on one of 2 architectures right now, x86 and ARM. Your point?
caustickiwii
Uhh... what's yours? "This drug prevents heart disease, so it's actually MORE general purpose than that other drug that prevents heart disease and cancer, because more people die of heart disease than of cancer." Yeah x86 is super common. Doesn't change the fact that x86 assembly is still less portable than compiled code by definition.
ByThePowerOfSCIENCE
There's WAY more to an application than ISA. Also C/C++ compilers from the last 20 years or so produce far better machine code than most programmers while keeping the codebase maintainable.
NoQuestionMarksInDeclarativeSentences
Online-only Starcraft 2 campaign is the reason I stopped playing Blizzard games. Disgustingly bad concept.
DarkZalgo
You mean diablo 3? Sc2 campaign was always available offline iirc. It definitely is now. And I distinctly remember playing heart of the swarm on release day offline because the servers were overloaded and it told me achievements would be disabled offline.
NoQuestionMarksInDeclarativeSentences
I do not. You do not remember correctly.
DarkZalgo
..? This post from a decade ago says otherwise. https://gaming.stackexchange.com/questions/108398/can-starcraft-2-be-played-offline
DarkZalgo
And linked in the response is a post with the same answer from exactly one week after wings of liberty launch date.
asmodyne
"in Assembly so it can run on all machines" ... Nope, that's the complete opposite of what you can achieve in assembly, Dude : one machine only ! 😅
xanthio
This one bugged me too -- by definition assembly is hardware specific instruction sets, it has zero compatibility, which is part of the value of platform-independent programming languages. Coding in ASM is certainly IMPRESSIVE, but it's not maximizing compatibility..
qwertdeep
I literally came to the comments to bitch about this. The meme creator doesn’t know much about low level languages
TurduckenMcNugget
Yeah in other comments it came out that what was really meant was "super optimization in assembly allowed the game to be playable on a broader variety of x86 platforms as opposed to top end machines only."
UKallikat
Assembly programming worked for gaming in the DOS days... not really nowadays.
sturmhauke
The closest to game programming you're likely to get with assembly is the driver code for your graphics card.
xanthio
The sheer volume of different GPU hardware now would make using assembly nigh-impossible, and exceedingly improbable. There's a reason graphics APIs exist now.
ThisGuyPostingThings
Way too much to unpack here, but it's weird to compare what was a small indie game (Rollercoaster Tycoon) to AAA and size limitations then vs. now. Additionally, as computers became less pre-built with fairly standardized specs and more assembled with lots of variance, that means you can't design for everyone - designing for consoles gives a standard (which is why PC releases seem to be more broken lately), especially if they only focus on one gen.
redsmerf
"Oh, you bought a physical copy? That just gets you a license to download the actual game so it can take up space on your system."
westPAguy
jethroismaxbaer5772
Luckily, Square Enix hasn't messed with Dragon Quest too much but that's only because the Japanese would lose their shit over it.
wadatahmydamie
May as well replace Apple with Arkane Studios at this point.
Fedotia
Microsoft bought Mojang, and are about to buy Activision.
Zamerine
It ain't developers, it's the managers. There's just too much money to be had now compared to back then; so there are loads of leeches who only care about money
cuddlesdotgif
This. It’s not the dev’s making unreasonable decisions. Devs don’t even get to make decisions anymore. It’s all slathered under six layers of board room bureaucratic blubber that came in when the hardworking studio was gobbled up in a merger.
[deleted]
[deleted]
cuddlesdotgif
FallingStar7669
Always follow the money. Why bother with improving customer experience when you can keep shoveling content coal onto that rage fire?
riplikash
They were just as bad back then. Like with music we remember the good and let the bad fade into the history books. The video game crash of 83 is a great example of corporate greed creating so much broken shovelware that it almost killed the industry. Heck It DID lol US console manufacturing for 20 years.
cuddlesdotgif
What this the ET thing? Born in 91 here, so forgive me.
riplikash
ET is kind of the poster child because it was the biggest name, but it was emblematic of the industry at the time. Just thousands of games that were created in just a few weeks and pushed out with no testing, no manual, often impossible to actually complete due to game breaking bugs. Imagine going to the store, having to choose a game based ENTIRELY on box art, no reviews, save there's a greater than 50% chance the game is totally broken. Nintendo had to pretend to NOT be a video game system to
riplikash
get ANYONE to look at the NES, because people fundamentally didn't trust the very concept of "video game" anymore. It's also why the "Nintendo seal of approval" was such a big deal. If you bought a Nintendo game, you always knew it was ACTUALLY a game and ACTUALLY worked, even if it might be a bad game. It was no golden era.
AimlessSavant
Developers aren't the only ones stealing a female coworkers breastmilk, and physically harrasing them.
DerpMeister
That's only half the story. 20 to 30 years ago, there were no "game developers" but computer scientists who decided to develop games. That's a difference. For the past 10 years or so we had amateurs that got into game development and tried to get the hang of the game engine that they can afford or that is provided by the company that employs them. Yes, there are still exceptionally good professionals in the gaming industry, but the average level of competence has deteriorate dramatically.
sturmhauke
I get what you're saying, but 50 years ago would be more accurate for the timeframe. 30 years ago was 1993; there were absolutely people making games who weren't computer scientists.
DerpMeister
I was exaggerating. What I meant was that game developers of 20 or 30 years ago usually had a college degree level of education in computer science or equivalant professions. Not all of course, but many more than today.
sturmhauke
You got some numbers to back that up? I've worked in tech, both in the game industry and elsewhere, for 20 years now. In my experience there have been far more people with computer science degrees at non-game companies. Game companies are full of self-taught hacker types. They have a greater tendency to have cool game ideas but poor code discipline.
DerpMeister
"In my experience there have been far more people with computer science degrees at non-game companies. Game companies are full of self-taught hacker types." That is exactly what I said.
skolyr
Exactly. I'm sure deadlines have Devs sweating to complete features and rarely have time to go back for optimization or space efficiency passes.
mercyPandaRunner
And never forget that the managers are accountable to shareholders. That the first priority of corporations is short term shareholder-interest is a far bigger factor than some manager being greedy or not.
MerriMod
It's a mix. The majority of shareholders don't know shit about game dev, nor do they care in the slightest. So they usually make general demands, whereas management is close enough to a project to make more specific fuck-ups. But it's supposed to be management's role to insulate the shareholders and the devs from each other, and to navigate the needs of both. Y'know, manage. But too many these days are just shareholder yes-men who make life harder for the devs.
mercyPandaRunner
Because they don't work for the devs.
Nixeras
Nothing better than watching the hype train derail and kill off thousands of players because it "arrives" at an incomplete mess of a game. It's especially great when there's something there that'd be fun but everything else is ruining the experience. Big one lately is Fatshark just absolutely bombing with Warhammer 40k Darktide lately, or that game Redfall from Arkane/Bethesda.
jj86
I didn't even get to your last sentence before I knew you were talking about Bethesda...
TinyOctopus
tiny octopus played 7 minutes of Redfall before turning it off. The controls are so janky, the UI is borked, and it was like a pretty coat of paint on an absolute shitwreck.
WaffleSci
I really liked darktide, and they had a ton of potential. Too bad it looks like its gonna be DOA. its actually very fun, but i dont need another subscription.
Nykidemus
Wait, a subscription for a Vermintide style shooter? lol
WaffleSci
much like destiny, there were daily and weekly quests that need to be done. thats what i mean by subscription.
Walfas
Ahaha, yes, I warned my friends about Darktide. It was never going to end well after Fatshark was bought by Tencent.
MattJeffery
Redfall is a Dishonored reskin for Left 4 Dead. Also, Dishonored, Redfall, Prey, Ghostwire Tokyo, Bioshock to an extent, etc. are all the exact same magic shooter with different flavor. You can't milk this concept forever, especially if there's nothing to support it like a good story.
Nykidemus
*Adds all of those titles to the steam wishlist*
MattJeffery
And hordes of simps and fanboys still shower them with microtransactions totaling hundreds or even thousands of dollars over the years.
NotTinyPancakes
i asmit im guilty of that for the sims 3
Alango10
World of tanks... It preys on people with addictive personalities. There are people that spend thousands per year on pay to win upgrades in that game alone
eggmuffin
A whole generation of new human beings have grown up in an environment where microtransactions and DLCs and lootboxes are the norm. To them, paying for a game again and again and again is normal. What we know to be the truth, of how game development can function, is radical and alien to them, exhibited only rarely, to niche audiences.
hydrocarbon82
I know one guy that purchased 4x $500 "gold mechs" for a game (plus dozens of $50 packs), and another that has >$10k into Star Citizen ships. It's absurd.
Fishkeeper
Hundreds of dollars over multiple years ain't that much money. That's "you can get a fancy border for your avatar pic" kinda money, i.e. entirely reasonable, not "half the game is either microtransactions or buyable early" unreasonable money.
MattJeffery
Imagine you're standing in front of a shelf and there's a magic game in it that says "Now with shiny avatar borders" and the price tag is 500 dollars, but you'll only realize this 2 years later. That's not reasonable, especially when most "reasonable" unlockables are scrapped or shelved character studies. They had the content thought out before, locked it behind tokens so you don't realize you're spending real money, and you paid for it twice.
Fishkeeper
No, I mean things like "here's our game for $20, and you can at any point pay us an extra $2 to get a special cape for your character, maybe also $2 for an avatar border, and that's it". That hurts nobody. Microtransactions are generally misused, but they aren't inherently evil.
InternetAnonymityplz
I feel like no one ever told you that your opinion is not objective fact. Calling people "simps and fanboys" for liking things you don't like or engaging with things in a way you don't want to engage with them makes you sound like a petulant child. This is why "gamers" have such a negative image as a group.
gorillaClutch
Most of those gripes are about publishers forcing things to be in the game particularly with microtransactions and always online. The games as a live service thing is almost 100% publisher lead. Maybe now that every $70 dollar game is bombing they'll get the message.
alchemist12345
getting bad reviews != being a loss.Plenty of people buy them and pay for micros for SW: Jedi Survivor revenue passed 18 mil$ on steam alone
Nykidemus
The new gacha game from the genshin impact people cleared 60 million in its first week. The mobile market is absolutely insane.
Dracology
Survivor doesn't have any micro transactions?
alchemist12345
Yeah, sorry, SW:Jedi survivor was meant to be a new sentence.
Colopty
Its sales were 35% lower than the predecessor though, so... Accounting for the higher sales price, they saw a 19% revenue drop. And of course, revenue isn't profit. And these days an AAA game budget tends to be in the ballpark of $200 million.
alchemist12345
I highly doubt that it will be a financial flop, despite selling fewer copies on day 3 than the predecessor.
Colopty
It'll definitely displease stakeholders.
alchemist12345
Yep, EA stock was 127$ on launch, its 125 right now. Huge fall, that will show EA...
alchemist12345
just 3 days after launch. Cyberpunk sold 20 million copies since launch. These games are financially successful. The rating of the customers
alchemist12345
doesnt seem to affect that much. They will buy the next 70$ game thats barely playable on launch as well.
hydrocarbon82
The problem is most people still find it easier to buy a game than read it, and gamble that it's a good game because reasons. ALWAYS READ THE REVIEWS.
alchemist12345
Sometimes reviews can help, but again sometimes people give a shit rating because of another game of the same publisher. Or because reasons
gorillaClutch
Oh I know, believe me. All it takes is one fucking guy to spend 17k on the mtx in dragon age: inquisition's poorly tacked on multi-player mode and they see it as profitable and justified.
BlackDeku
I think it's more about the money hungry management instead of the poor devs who do only what are they told to
rusrsdude
Similar to most others in the industry at this point. I'm sure most workers don't like what upper management is doing with their company, but they still gotta work to put food on the table. These big companies prey off the loyalty of their own customers and workers. It's just sad.
Ronelyn
Having worked in the industry, this is sadly accurate.
Goldensands
The thing is that, as a workers force, game devs have been complacent with this shady shit for too long. It's similar to a lot of the tech industry and how they didn't feel the need to unionise. Yes the problem is the greedy CEOs and no, the whole burden of blame or ability to fix is not with the devs, but they sure as shit can't be commended for their efforts either.
Ronelyn
I started reading industry trade mags in the 90s. "Crunch" was cited as a major issue in game quality from the beginning. But since you're "paid to Make Art," there's always been a pervasive (and often accurate) feeling that malcontents can easily be replaced. It's really hard to overcome, and requires everyone to make the decision in unison.
Goldensands
Important things are almost hard, and they are usually harder the more important they are. Yet tech ppl have unions etc in my country just fine.
KiwiGameDev
Yeah…
Trunkmonkay
You can blame a lot of problems on management but comparing the competency in design of today's games vs yesterday's tells its own tale. UI design and functionality has just gone down the shitter in the last 10yrs.
lightfantasticem172
Exactly what I was gonna say
SPQAAE
Shareholders ruining everything from movies to games and many others. No room for risks and new ideas when you need to make a profit and the only sure way to is to look for other successes in the past and milk the teat until it bleeds.
MerriMod
I've worked in game dev and publishing for well over a decade now, having been with studios ranging from small project groups to big ol' AAA leaders. With only a single exception of one particular embezzling dev group, it's always been management who fuck things up. 99% of the time, they're the ones who make some brain dead mandate that snowballs and sinks a game, yet they're the ones who always get bonuses and stick around "feeling regretful and upset" while everyone else gets laid off.
Asadsadsadclown
Except the breast milk.
69inginadonkeyorgy
This is why indie gaming is the future. They get way more creative freedom
onlyawfulnamesleft
Manglement.
vegivamp
Damagement.
Iatesomecoffeecups
"Capitalism breeds innovation" 🤡
acidebob
Suits (read corporate greed) absolutely suck the good out of everything. From entertainment to basic needs, to loging, healthcare. Everything is made worst by it.
OddlyPacific
It’s like criticizing Mercedes engineers for not designing affordable cars.
ClessAurion
DING DING DING! That's where the real answer lies!
Fedotia
This. Mega-corps will buy every successful indie studio, gut out all creativity, and force them to sell the blandest stuff to have a safe investment return.
BryanTenn
Yep- The Devs don't want to release unfinished games. Much of the problem with modern AAA gaming is due to CRUNCH CULTURE, where the Devs are expected to do way more than is humanly possible in the time allowed. Also, the Game Company paying the Devs can keep moving the Goalposts, which makes it impossible to properly finish (and test) the game.
suiseiseki
Can confirm. Most of my work history is in VFX and most of the problems with film VFX comes from the director either changing their mind constantly or literally asking for the impossible e.g. Make a red square that is also green and circular.
GlowstickJedi
As a developer who has friends in the game industry it is 1,000,000% this. For most devs, working on a game is a labour of love. It's shitty management/finance based decisions which suck all the life and fun out of what they do and what they create.
sturmhauke
As a former game industry programmer, that's why I got the fuck out. I mostly worked on website stuff like user account dashboards and shit rather than the actual games, so it wasn't quite as nuts, but it was still pretty nuts.
Illendor
Right?! The fact that they're bringing up the complaint about the fuckers stealing someone's breast milk from the god damn fridge?! Shouldn't the thief be the one getting shit for that one?! But hey.. Sure.. Bitch on the people getting harassed.. That'll help..
NoQuestionMarksInDeclarativeSentences
The companies foster this creepshow behavior & it gets in the way of game design. Google "cubicle crawls" st Blizzard
Illendor
Oh I know all about that shit.. James Stephanie Sterling has not let that go since the day the news came out, and they're right not to. That shit should lead to arrests! That's my point. The post seems to belittle the people who had their breast milk stolen. And blaming devs for the stupid decisions of corporate overall really..
eronth
It's also some outrageous standards by players. I've seen so many games that look great get blasted for not having perfect graphics. Hard to make a small and fast game if you're gonna get blasted for graphics not being cutting edge at all times.
HOAMTH
I've said this in a discussion about cyberpunk's disappointing release: the promising of features and the delivering of said features are done by different sets of people.
undercoverles
As a former game dev, fucking this. Don’t blame the coders or artists for this bullshit. Also this meme wreaks of 4chan with the milk BS
FarkasMacTavish
Well, in this context, "dev" means "development company", rather than "individual who works in development".
WoeToHice
Even that doesn't hold water all the way. You can have a pretty solid dev company and still get fucked over by the publishers.
Tumescentpie
Capitalism is a cancer. We continue to watch it rot out industry after industry turning them into these soulless companies that only exist to generate more capital.
pareidoliaperson
I've always been against triple a games. Since ps2 the first time I played a QTE. I remember being appalled by it so terribly bad bc I knew this will be gaming next couple decennia.
NoQuestionMarksInDeclarativeSentences
"QTE"?
SailorPupitar
Quick time event
NoQuestionMarksInDeclarativeSentences
Thanks
pareidoliaperson
Quick. [PRESS A FOR THE REST OF THE ABBREVIATION]
riplikash
I feel like you weren't there or aren't remembering that time period accurately. Those games are remembered because they were exceptional. The video game market almost died in 83 under the sheer weight of broken, low quality games. System requirements were a massive concern, and even if you met them there was a decent chance games just wouldn't run when you tried to install them due to hardware not being standardized. And if you lost whatever gimmicky copy protection toy they included, game gone
Novalightgoesboom
80's crap was a different bag of shit, twas the consoles, Commodore, Sinclaire etc. ET game is a worthy representative of that time. As for PC game at the time of idk, 286-586 (and Pentium 1/2 I guess, before first 3D GFX cards (ayy, my 1st Voodoo, sigh)), u had to fck with high/low mem, config.sys and hmm, one more besides, to fit all the shit into the 640kb or w/e it was. Fun times.
myrealnames
Survivorship bias!
TheGreatestMango
I think it was '96 or '97 when I acquired a CD-ROM called 500 Greatest Games for DOS. All shareware demos ofc. The games were very simple even by 90s standards. My teenage mind was blown...500 games! Well, kind of: dozens never worked, many of them were functionally identical low-effort copies of eachother. There were a few gems like Jazz Jackrabbit and Commander Keen. Maybe I didn't play every single one but I damn sure tried. Looking back, they were mostly crap. Did I still love it? Yes I did.
riplikash
Oh, I think we had that one too
MithridateEupator
Yep - the early consoles had 99% pure crap in their libraries.
Whydidithavetobebees
I came here to say this, I think people forget how many completely broken games came out and stayed that way up until like the 2010s. At least now some companies go "oh shit out bad" and try to fix it.
qwertdeep
My old boss told me that he used to code his own games from pages written in magazines or something
SaturnineCult
Yeah but they were games where a green square hunts blue square and that's about all they had. Oh the background was probably black.
paintingagency
My brother in law would type in code from magazines and save it on a tape cassette.
sturmhauke
Yeah that was a thing up through the early 90s I think. Compute and Byte magazines were a couple of the big ones. If you paid a little extra you'd get a disk with the game programs already saved on it. But you could still edit them to see how they worked.
Sinasohn
Most likely, he typed in programs that were printed in magazines. Probably C64, Atari 800, or Apple II. After that they started including disks in magazines. (See: https://arstechnica.com/staff/2018/11/first-encounter-compute-magazine-and-its-glorious-tedious-type-in-code/)
Gorgrim
I remember them, really simple games but still fun. Pity was most of the code was so complex it was hard to learn how they worked.
RagingNorseman
My Sudoku app is 6.5 mb....
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[deleted]
UnspokenX
found the ARK player.
NoQuestionMarksInDeclarativeSentences
They're caching your donkey porn for blackmail's sake.
UnspokenX
Ha, jokes on them, all my porn involves elephants, not donkeys!
Hypothesist
I made a sudoku game/solver prgm on a TI84 Calc while sitting through Calculus... a couple orders of magnitude smaller lol
donkeymoney
I made Pong in middle school. Had to optimize graphics rendering so it would run fast enough. ....I shuda been a programmer.
malicart
90% of that is all the libraries they installed to make it 'work' with your phone
DarkZalgo
Nah, 90% of that is graphics. The only libraries that get installed with an application are the ones that were used to write it.
TheFishFace
Nowadays it would not be unusual for a simple binary to be large due to frameworks or libraries coming with it. It's small enough that no-one cares, basically.
malicart
Why not import is_even?
henryvk
Indy devs have their own brand of issues. There's this game on Kickstarter, "Witchmarsh", that started development in 2013 and ten years later it's still in development: https://www.kickstarter.com/projects/1027299776/witchmarsh/
TimmyTimm
Laughs in Starsector
RyvaTheRenamon
7 Days to Die has been in Alpha and on Steams Early access for a decade.
DunnowForgot
Try Satisfactory. It has been in Early Access for years, but it has been stable for at least 2 years. It should be mostly feature-complete by now and the worldmap won't change enough to break your factories anymore.
henryvk
Oh, this doesn't offer any kind of access. There's a devlog and that's about it.
Colopty
Well it's Kickstarter...
TurduckenMcNugget
Laughs in Dwarf Fortress
PballQhead
*NetHack has entered the chat*
HistoricalContext
*cackles in Star Citizen*
minant
I thought Star Citizen was more of a tithing cult than a game, per se.
henryvk
They haven't shown one byte of playable anything in those ten years. I got married, had children and like six different jobs in that time.
henryvk
As in released for ppl to actually play.
MickeyCallahan
Are you SURE it's actually in development? Lol.