• Elderos@lemmings.world
    link
    fedilink
    arrow-up
    47
    ·
    1 year ago

    I have worked in the gaming industry and let me tell you that in some game studios most of the people involved in making the games are not gamers themselves.

    Lots of programmers and artists don’t really care about the final game, they only care about their little part.

    Game designers and UX designers are often clueless and lacking in gaming experience. Some of the mistakes they make could be avoided by asking literaly anyone who play games.

    Investors and publishers often know very little to almost nothing about gameplay and technology and will rely purely on aesthetic and story.

    You have entire games being made top to bottom where not a single employee gave a fuck, from the executives to the programmers. Those games are made by checking a serie of checkboses on a plan and shipped asap.

    This is why you have some indie devs kicking big studio butts with sometime less than 1% the ressources.

    Afaik even in other “similar” industry (e.g filmmaking) you expect the director, producers and distributors to have a decent level of knowledge of the challenges of making a movie. In the video game industry everyone seems a bit clueless, and risk is mitigated by hiring large teams, and by shipping lots of games quickly.

    • simon574@feddit.de
      link
      fedilink
      English
      arrow-up
      10
      ·
      1 year ago

      I’ve been a game programmer for >10 years and I would be fucking miserable if I spent most of my free time with video games as well. Isn’t that what we call work/life balance? And from my experience, most game devs either stop being “gamers” at a certain point, or they burn out and quit the video game industry.

      That being said, almost everyone I know from gamedev is really excited about video games, and they have a ton of experience, even if they are not playing games in their free time anymore. It could be because I’ve only worked for indie projects and small publishers.

      • Elderos@lemmings.world
        link
        fedilink
        arrow-up
        1
        ·
        1 year ago

        Agree on all points, I was just making an observation. It sucks that all the people with money don’t care though.

    • rahmad@lemmy.ml
      link
      fedilink
      arrow-up
      11
      arrow-down
      1
      ·
      edit-2
      1 year ago

      I’m not sure what kind of role you had in the industry, but I’m not sure what you’re saying is entirely accurate… although there are some bits in there I agree with:

      Lots of programmers and artists don’t really care about the final game, they only care about their little part.

      Accurate. And that’s ok. A programmer whose job it is to optimize the physics of bullet ricochet against thirteen different kind of materials can go really deep on that, and they don’t need to (or have time to) zoom out and care about the entire game. That’s fine. They have a job that is often highly specialized, has been given to them by production and they have to deliver on time and at quality. Why is that a problem? You use the corrolary of film, and nobody cares if the gaffer understands the subtext of the Act 3 arc… it’s not their job.

      Game designers and UX designers are often clueless and lacking in gaming experience. Some of the mistakes they make could be avoided by asking literaly anyone who play games.

      Which one? A game designer lacking in gaming experience likely wouldn’t get hired anywhere that has an ounce of standard. A UX designer without gaming experience might get hired, but UX is about communication, intuition and flow. A UX designer who worked on surgical software tooling could still be an effective member of a game dev team if their fundamentals are strong.

      Investors and publishers often know very little to almost nothing about gameplay and technology and will rely purely on aesthetic and story.

      Again, which one? Investors probably don’t know much about the specifics of gameplay or game design because they don’t need to, they need to understand ROI, a studio’s ability to deliver on time, at budget and quality, and the likely total obtainable market based on genre and fit.

      Publishers – depending on whether you are talking about mobile or console/box model – will usually be intimately familiar with how to position a product for market, what KPIs (key performance indicators) to target and how to optimize within the available budget.

      This is why you have some indie devs kicking big studio butts with sometime less than 1% the ressources.

      This has happened. I’m not sure it’s an actual trend. There are lots of misses in the game industry. Making successful products is hard – it’s hard at the indie level, it’s hard at the AAA level. I would estimate there are a thousand failed Indies for every one you call out as ‘kicking a big studio’s butt.’ Lots of failed AAA titles too. It’s just how it goes.

      The same, by the way, is true of film, TV, books and music. A lot of misses go into making a hit. Cultural products are hard to make, and nobody has the formula for success. Most teams try, fail, then try again. Sometimes, they succeed.

      • Elderos@lemmings.world
        link
        fedilink
        arrow-up
        2
        ·
        1 year ago

        Hey, fair points. I am not saying that all big are bad and all indies are good. The industry is definitely getting carried by indies in some genres and that is ok.

        It would seem you agree on most points, as I passionate myself it just surprised me to sometime be surrounded by people who didn’t really care. It depends on the project and the studio of course. I can’t really blame the workers though as I said, so I agree with you that it makes sense in most cases to not recruit only “gamers”. Thanks for sharing!

    • njordomir@lemmy.world
      link
      fedilink
      arrow-up
      4
      ·
      1 year ago

      I 100% believe this. It doesn’t necessarily mean it’s bad work, but the way you phrased it makes a dozen or so instances of “something feeling weird” make sense. Sometimes it’s just a mismatch between the intensity of the fans fanaticism and the developer having to go to work every day and do a job.

      I think game developers can harness this by embracing their modding communities. I’m currently waiting to see what Cities Skylines 2 is like. It has to be hard for a bunch of devs who seem like normies to develop a game for a bunch of nerds, some of whom know more about civil engineering and traffic planning than real engineers. :D The original was well-modded and it feels like the game was a collaboration between the community and the developers. To me, this kind of bridges the developer/gamer gap.

    • Uriel238 [all pronouns]@lemmy.blahaj.zone
      link
      fedilink
      English
      arrow-up
      2
      ·
      1 year ago

      It was a thing I noticed regarding Ubisoft games that upper management seems to wish to make movies rather than games. It struck me home when the knife fight with Buck Hugues in Far Cry 3 was just a long chain of quicktime events like it was Dragon’s Lair from the 1980s; disappointing because Far Cry 2 was all about game mechanics telling the story rather than cutscenes. (Which was, admittedly at cross purposes. It’s a game about violence in a failed state in Africa with the futility of violence as a running theme. But it did that very well.)

      • Elderos@lemmings.world
        link
        fedilink
        arrow-up
        1
        ·
        1 year ago

        No, not to the same extent. I mean past a certain size we probably shouldn’t expect big executives to care, but you still have a lot of passionate people in this industry, so you can totally have “true” gamers working in big budget games.