• TSG_Asmodeus (he, him)@lemmy.world
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    2 hours ago

    This was due to something that happened between (roughly, very roughly) 2005 and 2015. Games went from being made by a bunch of nerds who really wanted to make games, to a more corporate setting, to a marketing setting.

    Fifteen years ago QA would declare Alpha, Beta, etc, in that the build fit the criteria for each state. Then, marketing would set a date, and on that date, Alpha, Beta, etc would be ‘ready.’

    This lead to huge problems. There was a time where Alpha meant Feature Complete, and that there were only a few major crashes. Beta meant you had no, or virtually no, reproable crashes, game ending bugs, etc. (Then later) once marketing took over, it didn’t matter. Instead of Beta being a checklist, it was just ‘March 10th.’

    In addition to this, innovative and cool game design ideas are harder to sell visually than ‘we doubled the poly’s!’ So more and more focus was put on visuals to the point where marketing would assign things to the design team, IE. “It has to have battlefield COD tarkov CSGO TF2 Popular Game-like mechanics, gameplay, etc.”

    So now you get games shipped with incredible graphics and garbage stability. I’ve been on projects where crashes later in the campaign were changed from P1 to P2 because reviewers likely wouldn’t make it to the point where those would come up. (This is called ‘punting’.) In addition, having arbitrary dates decide major milestones means that builds are constantly broken, all through the process of creating them. You know how people get that ‘beta’ build of a game and ask why it’s so crash happy, why it runs like shit, etc? It’s because the game has literally never been stable. It’s been assigned Alpha and Beta based on a calendar, and time is never allowed to delay to fix issues. Add to that that the owners of game companies will give publishers absolutely asinine claims about how long a game will take. Most franchise games, ‘AAA’-wise, are made in 18 months. However, they often also had six months of pre-production before that. Marketing took that out, and focused on a game every 12 months. They used a secondary studio for the ‘B-Team’ and thus every second game in the series was made by said ‘B-Team’. B-Teams were given even less time, and often no pre-production, so the entire game would effectively be made in 12 months.

    Then they lay off 50-70% of the staff, and start all over.

    So if I may end this way, do not go into games. If you like them make them in your free time. You will be treated like an animal and be unemployed about 1/4 of the time if you choose the industry. Of all the people who I worked with in my first company, maybe six are still in games.

    Stay away.

      • TSG_Asmodeus (he, him)@lemmy.world
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        1 day ago

        No worries. I see a lot of posts about what’s happening that are close, but don’t quite understand this is a managerial issue. The devs themselves are (mostly) good people who want to make games. The owners of smaller companies don’t get called out enough though, in my opinion. Every time you see ‘EA just bought and closed another…’ keep in mind the vast majority of the time the company didn’t need to be sold. Some guy who inherited a bunch of money created a company of people who do the actual work, then waited till the worth of the company was high enough for them to sell. It happens constantly and it’s easily the most disheartening part of game development.

        Imagine spending 80 hour weeks and 30-90 days without a single day off, making a breakout game that is beloved… and realising you’re not going to make it to 5 years at a company, because they’re selling it to Activision.

        Then do that every 2 years.