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SillyCow

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About SillyCow

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  1. The "new" fashion in non-games architecture is "micro-services". In this approach you abstract everything. Even the compiler and the operating system. You get complete freedom of choice over you "art" style. The assumption is: You should never re-use code across teams. A certain programmer/team can re-use their own code. However when something goes wrong and someone has to fix it: You just throw everything away, and let the new programmer start from scratch. You do this by making sure that every little piece of code is completely encapsulated in it's own server. (it even get's compiled separately.) This has performance costs (because the APIs are usually needlessly network based). It has boilerplate development costs (because the APIs are usually needlessly network based). However... The joy of being able to fix a problem by ripping out someone else's code, and then using your favourite framework to solve the problem, is really enticing. After having worked in this style for the past several years, I don't know if I like it or not. However it is a very interesting philosophy when you work on a very large project. Also, I think that the recent improvement in Docker containers makes it very manageable if you do it right. That said, the performance costs probably make it unsustainable for game dev.
  2. SillyCow

    Why Gaming in the Browser is Inevitable

    There is also a business hurdle to overcome. It might sound dumb, but people will not make a one off 60$ purchase on a browser game (even if it's AAA). This is the same reason you don't see Blockbuster films on Amazon. ( Transformers / Averngers / Disney... ) : Nobody is willing to pay 15$ per seat for a movie on Amazon no matter how good it is. Do you think that my kids need to go to the theatre to watch the latest Pixar movie? We have a great TV at home, and a great internet connection. They don't care weather it's on the big screen or not. However Disney makes sure you can only see their latest film in the theatre, which means that you are willing to spend 50$ as a family to go and see it. And that's how a blockbuster makes *most* of it's money. Disney cannot spend $150M on a film, and then sell 10$ tickets (per family) on Netflix / amazon. And if you want Elton John to write songs for your film ( which is what being AAA is about! ), it's not going to be cheap. On the same page: I see no real reason for consoles to exist except for the fact: That's how AAA make most of their money. Not saying it's impossible to get people to pay 60$ for a browser game, but I think that that is a big hurdle. Think about it: Smartphones are perfectly capable of AAA experiences with regards to the production you can pour into them. However, barely anyone makes AAA games for smartphones. Why? Because you need to charge 50$ to pay your artists, and almost noone is willing to pay that on a phone. ex: A good Skyrim style game does not require the latest and greatest performance. It *does* require the best game design, writing, voice acting, and music. That's where the budget goes (that and marketing 🙂 ). Would you undertake such a AAA effort knowing that no matter how good your game is, people will not pay more than 10$ for it? And I think that that is the sole reason for the existence of PS4/Xbox/Nintendo : It is an established cultural phenomenon that people are willing to pay 60$ for a game there. BTW: I am an avid PC gamer, and I can say whole heartedly that that is the problem with PC gaming: There are not as many people who are willing to pay 60$ for a PC game as there are PS users. That is why the only reason you see a PC exclusive release is: The developer is too small to handle the difficulties of developing for consoles.
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