digitalnuisance
@digitalnuisance@infosec.pub
- Comment on Helldivers 2 and Palworld devs wish players understood that 'easy' additions and updates are sometimes really hard: 'That's half a year's work. That takes six months' 2 weeks ago:
Dumb and annoying is worse.
- Comment on Helldivers 2 and Palworld devs wish players understood that 'easy' additions and updates are sometimes really hard: 'That's half a year's work. That takes six months' 2 weeks ago:
AAA gamedev here. I agree in principle with the gamefeel critiques, but I’d like to bring up that scale absolutely matters here. You should know as a guy who works in the space that every degree of complexity your codebase adds can cause cascading issues, which is one of the million reasons indie devs are told to keep their game scope small.
- Comment on Helldivers 2 and Palworld devs wish players understood that 'easy' additions and updates are sometimes really hard: 'That's half a year's work. That takes six months' 2 weeks ago:
- Comment on Helldivers 2 and Palworld devs wish players understood that 'easy' additions and updates are sometimes really hard: 'That's half a year's work. That takes six months' 2 weeks ago:
- Comment on Helldivers 2 and Palworld devs wish players understood that 'easy' additions and updates are sometimes really hard: 'That's half a year's work. That takes six months' 2 weeks ago:
I agree with you, but I’d also like to add the caveat that even with commonly-used engines shit can still be incredibly complex.
- Comment on Helldivers 2 and Palworld devs wish players understood that 'easy' additions and updates are sometimes really hard: 'That's half a year's work. That takes six months' 2 weeks ago:
UI is incredibly complex under the hood. Cryengine is also difficult to work in. There are tons of reasons games with distinct outstanding features don’t switch engines, though, and it’s usually due to the specific features said engine provides, no matter how difficult it becomes to work with as a legacy system over the years.
- Comment on Helldivers 2 and Palworld devs wish players understood that 'easy' additions and updates are sometimes really hard: 'That's half a year's work. That takes six months' 2 weeks ago:
You say that, but…
- Comment on Helldivers 2 and Palworld devs wish players understood that 'easy' additions and updates are sometimes really hard: 'That's half a year's work. That takes six months' 2 weeks ago:
Yeah, you’re probably right, your game is probably better. I’d like 80 hours of brand new content next week, and it better be cutting-edge, uniquely intersting, bug-free, and $4.99, or else you’re lazy.
- Comment on Helldivers 2 and Palworld devs wish players understood that 'easy' additions and updates are sometimes really hard: 'That's half a year's work. That takes six months' 2 weeks ago:
Guy who doesn’t understand how gamedev works gets mad at guy telling them they don’t get how gamedev works, demanding their treats anyway after being told it might take a bit to make. News at 11.
- Comment on Helldivers 2 and Palworld devs wish players understood that 'easy' additions and updates are sometimes really hard: 'That's half a year's work. That takes six months' 2 weeks ago:
Correct. Once again, Gamers take developers for granted because something LOOKS like it’s simple, but it rarely ever is. It’s hella frustrating to deal with this every day as a dev, but I guess that’s what you sign up for in this line of work.
- Comment on Anon blames millennials 5 weeks ago:
I mean, the other guy brought it up.
- Comment on Anon blames millennials 5 weeks ago:
This is also true. I’ve worked at a number of startup indies/AA studios, and most of them are horribly mismanaged.
- Comment on Anon blames millennials 5 weeks ago:
Tbh most gamers are indeed losers.
- Comment on Anon blames millennials 5 weeks ago:
^^^This is true, but I also think it’s important to note the role repeated financial and cultural success has on one’s mind and ego when elevated repeatedly by both the market and culture. You are not only just financially incentivized not to innovate, but your ego continues telling you “my ideas are always good no matter what others think” after these successes, even when they’re not true. This is how top-down cultural problems in studio disciplines calcify in addition to financial incentives. It’s important as a person(s) running a successful studio to not surround yourself with yes-men, which is not an easy task due to the previously-mentioned perverse incentives.
- Comment on Anon blames millennials 5 weeks ago:
Young millennial/millennial AAA game dev speaking.
It is 100% a top-down issue. Most devs are talented people. When you’re incentivized by quarterly returns as management, you care less about game quality and more about stock prices and net revenue in addition to whatever else you need to satisfy your bloated ego.
- Comment on Apex Legends writer gets laid off 24 hours after the character she wrote is revealed, because that's what the games industry in 2025 looks like 1 month ago:
No.
- Comment on Apex Legends writer gets laid off 24 hours after the character she wrote is revealed, because that's what the games industry in 2025 looks like 1 month ago:
AAA dev here; it’s not that. It’s that attempting to standardize development in a highly fluid and innovative sector kills your competitiveness ad a studio. That being said, unionization is desperately needed. Blizzard recently unionized across their while studio, which is probably the best model out there right now; allow companies of a certain scale to unionize so that positive and competitive aspects of company culture/organizational structure can be maintained/improved while ensuring worker’s rights against exploitation from the top-down and abused of shareholders/management. Games, and by extension their studios, are intended to be things greater than the sum of their parts, and this is reflected by each company’s unique internal culture. How many big studios have you seen shed a sizeable amount of senior devs, after which they no longer seem to be able to make the same quality games as before? Happens all the time, and this is why. That’s the magic of gamedev studio culture and the people that create it, and that needs to be protected while also upholding workers’ rights simultaneously. The best way to do that is to allow all members of said culture to create their own rules of union governance from within, not to have standards that maybe disrupt said culture from without.