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Joined 11 months ago
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Cake day: August 3rd, 2023

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  • Yeah, it is kind of the default isn’t it. It kinda make sense for the programmers and artists, but it is still kinda weird that the actual designers don’t really understand why people play video games. You wouldn’t expect a movie director to not like movies, or a car designer to not like cars. I guess it must be happening everywhere at least to some degree.

    Nowadays I would compare some game studios to what some boys bands were to music. You start with some guys with money who are neither musicians, nor sound engineers, nor anything really. They pick singers and musicians based on look and market research, they hire a large team of specialized workers, and then they spend millions on marketing to flood the space with their new album. The indie developers in this scenario would be Pink Floyd.

    It wasn’t always like this, at least for video games. I feel like in the 80s up to the early 00s it was mostly dominated by passionate workers, but there just isn’t enough passionate workers for the demand. As the industry grew, big players started building those “soulless” projects to make good return on investment. Not to denigrate the individual contributions of the workers, but sadly the people who own those business don’t really care if they’re making games or cars or selling cigarettes. They care about r.o.i.


  • 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.