Are Game Developers 15 Years Behind?

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46 comments, last by elondon 12 years, 9 months ago
Game development is behind in the view that games have become commodities in the entertainment business rather than the hobby it started out as. To an extent this is good because gaming is a serious business where a lot of cash is to be made and should be taken seriously by corporations. The bad part of that is that corporations aren't too good at taking risks. Out of the hundreds, if not thousands, of game companies that have came and gone over the last few decades there are only a few "major" players today. While there should be recognition of things that just work, so to speak, games is something where diversity in ideas and exploration are needed to continue to grow like they started out doing and corporations aren't good at that. If you can't promise them that Product A will bring them in a good ROI then they probably won't go with that. So, people no longer can really start up out of their basement or garage and they have to conform to "what works." The result of this is largely what has caused the overall feelings of apathy I've seen people get from game producers, the role not the people with the title.

That's why mobile gaming has become a quickly growing market. The barriers to entry have been lowered a bit again and people are free to experiment.

We just need some new trailblazers. :)
Always strive to be better than yourself.
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Once, some warriors aggressively questioned Bruce Lee, after he created the Jit Kune Doe, why he not using the traditional movements in his new material-art style. Bruce Lee answered: a good sculptor removes from the material, and not adds it. Then the crowd got very aggressive from this. And Bruce Lee sayd: if somebody thinks, can beat me, please come here and we can fight. This dude hated Bruce Lee becouse he wind over him once. Then the dude started battle with Bruce Lee, and Bruce beated him like ass. And then he yelled: ARRRRGH. The crowd now started to celebrate him exstatic. Bruce had right.

To write a game, you should write it. Its not enough to chant the name of your favorit techonolies and programming ideologies.

I think, if somebody creates a game or a game engine, should only have one goal: create it. A game and a game engine is very different in every case. There is no game engine creation tutorial - and it will probably never bee, becouse every game is different. Becouse every game is different, the programmers must use they own imagination, and they own ideas to create it. If you use your own ideas to create it, the created code/game/engine will wear the shape of you. God also created the man on its own portait, so the code/game/etc will also created as the creator like it. I think its dangerous to create a game based on coding and developing ideologies. Ideologies just prevent you from the effective work, and dangers your creativity.

This is my oppinion.


To write a game, you should write it. Its not enough to chant the name of your favorit techonolies and programming ideologies.


AAA titles have 500-1000 people involved. Probably working on several continents across dozens of different companies. The total number of people involved is in thousands.

It's an insane logistics and management problem.

Methodologies discussed here don't deal with technical issues at all. That is what programmers do.

]There is no game engine creation tutorial[/quote]Of course there is. 5 years of suitable education on computer science topics + 5 years of work in industry to gain hands-on experience and soft skills.

Becouse every game is different[/quote]Every house is different yet they are all the same.

the programmers must use they own imagination[/quote]Programmers that use their imagination are starving artists. Those working in software engineering positions today must know hard facts and deliver as needed, not wave their hands around.

and they own ideas to create it.[/quote]Programmers rarely have anything to say about ideas. Between market forces, brand tie ins and usage metrics, they are the last who will ever have anything to do with creative side.

God also created the man on its own portait, so the code/game/etc will also created as the creator like it.[/quote]First rule of any commercial venture: "You are not the target audience". Products that are made by programmer for themselves have exactly one client.

This is my oppinion.[/quote]And it's perfectly valid for one person effort.

There is something called "founder syndrome". It's the case when a business/company/movement cannot transcend the original author. Such projects inevitably don't scale, since despite employing an increasing number of people and doing more work, the original founder is the bottleneck that doesn't allow the idea to live a life on its own.

Techniques here are about enabling this growth under real world circumstances.
Programmers, who does not using they imagination, are data recorders in multinational corporation basements. And they hating the true programmers: becouse they free. Who dont have imagination, will be never free, never has the chance to be famous, and suddenly, not even the owner of they own work.

5000, standardised, EU-compatible woofing dog will not result more bones.

Result: AAA game industry dieing.
If programmers can't be creative in their own right how did we come up with a gaming industry in the first place? Were they starving artists? To begin with sure but that's the gamble in new industries. Why should this be a deterrent?
Always strive to be better than yourself.
I've been in game development for about five years now, I've seen everything done wrong and I know its wrong because I know there is a good way of going about things.

In more than one occasion I suggested the implementation of some tool that would greatly improve our performance and the quality of our products and been rejected with the excuse of "good process takes time and we don't have time" or "good process takes money and we don't have money", in most occasions mentioned the dev team unanimously agreed on the benefits this suggestions implementation would bring and it was management (often guys that only understood money and barely knew enough about software to open a .doc file) who failed to listen.


Personally I've met few professionals more driven to learn new methods and improve their skills than many game developers (I include the many different disciplines directly involved on the creation of a game, from the architecture design of the core engine to the fine tuning of game balance and going through music, level design, QA, Story telling and more). It is most often (in my experience) political and economical issues that block this progress.


The greatest problem I've observed on game developers (once again limiting the term to hands-on professionals) is that many of them tend to develop large childish egos and that does cause problems and often delay such improvements when they get to key decision making positions.


In some cases these good practices and tools ARE unfit for the needs of a game's development, a solo hobbyist or a small inidie underfinanced "dad's garage" team does not have time or resources to apply most of them, nor is it justified at all.

Often some companies had their roots in such a small time nature and have a hard time adopting these practices because they didn't need them in the past and succeeded without them in the past, but they tend to adapt or die.

Even on my hobby projects I still use track and subversion at the very least, research prototype and design features before I implement them, and document thoroughly once I've arrived at a solid solution. And at my workplace I'm a strong supporter of scrum, code reviews, thorough testing and proper analysis and design of ANYTHING to be developed.
I take offense in any underestimation of the professionalism and quality of a developer just because of his specialization in videogames, 3D graphics or interactive media.
There are bad professionals on any given profession and discipline, and there are also great ones on every one. No profession or discipline is inherently evil, except maybe marketing :P.


Finally I submit to you that perhaps your view and understanding of the nature of a "Game Developer" is 15 years behind.

Game making is godlike

LinkedIn profile: http://ar.linkedin.com/pub/andres-ricardo-chamarra/2a/28a/272


I would also like to highlight how many of the opinions stated here revolve around and almost exclusively AAA development, AAA is much like hollywood, it has a TENDENCY to repeat itself over and over and dedicate vast amounts of money to compensate a FEAR for truly original experimentation.

It is often from small teams that the real jewels of videogames come from. Not unlike movies from underdog creators without a big time studio behind them.

Game making is godlike

LinkedIn profile: http://ar.linkedin.com/pub/andres-ricardo-chamarra/2a/28a/272


Great thread... and this is a brilliant quote:
[color="#1C2837"]
[color="#1C2837"]"[color="#1C2837"]For any absurd set of thinking, you can probably find a non-zero percentage of the population who is utterly convinced of its truth."
[color="#1C2837"]
[color="#1C2837"]Same as every other industry - there are people who are good and people who are not. People who do things well, people who do not. Good co-workers, bad co-workers. Shops with good management, shops with useless management. All regardless of the tools, methodologies, and environments of a particular business or shop.
[size="1"]"For any absurd set of thinking, you can probably find a non-zero percentage of the population who is utterly convinced of its truth."

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