Kotaku: 10 Big Myths About Video Games, Debunked By The People Who Make Them

Sounds pretty accurate to me, although I'm not sure that saying that game developers are rich is a common thing.

And plenty of comments here that confirm some of these points.
 
Sounds pretty accurate to me, although I'm not sure that saying that game developers are rich is a common thing.

And plenty of comments here that confirm some of these points.

Among core gamers, you're right, most don't think that. But the average person definitely thinks every developer is a Notch or that Flappy Bird guy.
 
Yup, you see that quite a bit on here.



Final one I'll touch on is the DLC is evil one. I am personally not a fan of DLC but I have grown to accept it (though I'll not touch DLC that I don't wish to support of course. Something everyone should do. If you don't want to support whatever that piece of DLC is, then don't buy it).

I am however glad that it keeps people from getting laid off because there is no other work for them to do. We see plenty of layouts from restructuring companies, downsizing, etc and from companies that have to shut down. Without DLC being there for people to work on, we might see even more stories of layouts but it's not because the company isn't doing well, it's because they have no more work for the developers to do.


I don't comprehend this: Why SHOULD you have to grow "to accept it"? Why is it the consumers job to worry about developers? This isn't a charity case. We shouldn't have to send 99 cents a day to feed the poor. That's life.

If a product is good, people will buy it. There is no room for losers. Only winners.

It is the company's job to see that their employees are not only paid well, but also taken care of AFTER a product is shipped. Not ours.

As a consumer, the way dlc is often done is disgusting and they know it. This article changes abso fucking lutely nothing. They try to play people for fools, and they always get found out. Always. It wouldn't even be as bad if they didn't try to to fool people. Transparency goes a lomg way. PR doesn't seem to get that.
 
Sounds pretty accurate to me, although I'm not sure that saying that game developers are rich is a common thing.

And plenty of comments here that confirm some of these points.

Owning a nice car, getting all the babes, living like a rockstar. It's not all bad. I mean, it's a great story once the dust settles, but it's more or less over now.

There's probably more people in the industry making six digits now than there was 20 years ago. If you made it rich back then, then you did something real groundbreaking. Not saying it doesn't happen today, but companies make millions off of app purchases and so forth. Whatever breaks a million does well and is added with everything else for the GOTY title. Edit: Some game designers now probably make a good sum of money or nothing at all. It's probably been a struggle since day 1, fighting for profits from their own work and etc.

I certainly wouldn't throw that all away due to the idea of a playboy being in the midst of everyone because we all know how blatant some are about their wealth in the industry. I feel sorta bad for saying that, but some of these people have all the F you money versus the guy who just buys the nice car and that's it.
 
On the point about graphics, I do think we are getting to the point that people should focus less on if the graphics are better than before and more on gameplay but no, I don't want to go back to pixel art and it is a huge turn off if a game is pixel art (and honestly I'm really sick of that fad to go back to pixel art). I do actually want the graphics to be good enough. I just think at this point graphics have gotten to that point (The ps3/xbox 360 generation) and if they get better that is fine but I'd rather that not be the first concern (just make them good enough).

And my first games were pixel games. I just don't really want to go back and I want the graphics to be at least decently recognizable as what they are supposed to be and not a very limited representation.
 
It is the company's job to see that their employees are not only paid well, but also taken care of AFTER a product is shipped. Not ours.

The company cares about you buying their products. If the much larger group of people (the consumers) actually showed concern for the people making the games the company heads would listen. This is why it helps that you give a shit. It's empathy for other people. You can't suggest developers up and leave. Would you like to be told to quit, regardless of how rooted you are where you live, or having to support things like family or health? Unions form by the help of people's support, as well.

You worked for the money to pay for the games, I'm sure, but do you feel you don't need to show any empathy for that? You're free to be in a place in your life where you just don't have the time or reason to care, but maybe don't argue that people in general don't need to care.
 
The company cares about you buying their products. If the much larger group of people (the consumers) actually showed concern for the people making the games the company heads would listen. This is why it helps that you give a shit. It's empathy for other people. You can't suggest developers up and leave. Would you like to be told to quit, regardless of how rooted you are where you live, or having to support things like family or health? Unions form by the help of people's support, as well.

You worked for the money to pay for the games, I'm sure, but do you feel you don't need to show any empathy for that?

Yes I can suggest that. That is the structure they agreed to (employees). They knew what they were getting themselves into when THEY SIGNED THAT CONTRACT.

They are contractors. This means when their job is done, boom! Out the door as a freelance, or up for hire again (if they did well, relatively quick rehire). That's the way the world works.

I say again, this is not a charity case. I am a contractor, you think anyone cares if I get laid off, or my work is done so I have to turn in my keycard to my client? N.O. that's life. Why show empathy for the way shit is designed to work?

It seems when they went to school to learn their trade, they didn't research that these things are normal and WILL happen to TEMPs. Now they want to try play us for a damn fiddle. Not having it.

Edit: I wanted to add that this highlights a larger issue in the industry. I think there needs to be a fundamental change in the way game devs are hired. A more "traditional" work style. But that is an issue the parent company needs to look at, not us.
 
What's funny (well, more depressing really) is that all the research tells us is that if game developers were lazy (by let's say, working a 38 hour week instead of 80 hours), we'd get better games with less bugs!
 
I wanted to add that this highlights a larger issue in the industry. I think there needs to be a fundamental change in the way game devs are hired. A more "traditional" work style. But that is an issue the parent company needs to look at, not us.

I was just saying they have no reason to change, as it is.
 
You can explain day one DLC however you like, I'm still not OK with it. It's not my job to care about what goes on behind the scenes; I don't care that the game was finished months before release and you had a separate team working on some extra stuff. If it's finished on the game's release date, I want it included in the $60 asking price. Anything else feels like I'm being ripped off.
 
You can explain day one DLC however you like, I'm still not OK with it. It's not my job to care about what goes on behind the scenes; I don't care that the game was finished months before release and you had a separate team working on some extra stuff. If it's finished on the game's release date, I want it included in the $60 asking price. Anything else feels like I'm being ripped off.

How are you able to understand that two products have different production schedules and separate budgets but yet that they are well, two products?
 
You can explain day one DLC however you like, I'm still not OK with it. It's not my job to care about what goes on behind the scenes; I don't care that the game was finished months before release and you had a separate team working on some extra stuff. If it's finished on the game's release date, I want it included in the $60 asking price. Anything else feels like I'm being ripped off.

I wouldn't say it is THAT cut and dry, but there have been VERY obvious instances where the data was nearly complete on disc and they tried either lie, or cover it up with some PR talk.

Like, just be real about it at least. Let it be known.

Then there's the recent konami. Smh....
 
Among core gamers, you're right, most don't think that. But the average person definitely thinks every developer is a Notch or that Flappy Bird guy.

Yeah possibly, that wasn't really the case a few years ago.

Edit: Oh yeah, I realize now this is indeed the case with a younger cousin of mine.

Owning a nice car, getting all the babes, living like a rockstar. It's not all bad. I mean, it's a great story once the dust settles, but it's more or less over now.

There's probably more people in the industry making six digits now than there was 20 years ago. If you made it rich back then, then you did something real groundbreaking. Not saying it doesn't happen today, but companies make millions off of app purchases and so forth. Whatever breaks a million does well and is added with everything else for the GOTY title. Edit: Some game designers now probably make a good sum of money or nothing at all. It's probably been a struggle since day 1, fighting for profits from their own work and etc.

I certainly wouldn't throw that all away due to the idea of a playboy being in the midst of everyone because we all know how blatant some are about their wealth in the industry. I feel sorta bad for saying that, but some of these people have all the F you money versus the guy who just buys the nice car and that's it.

Well many of the people getting rich by games are probably not actual game developers themselves.

However, even otherwise the gaming industry is a lot bigger now and even when we have more people now that are rich because of it, there are many more which aren't doing well.

Working in the gaming industry still pays relatively bad compared to the qualities required. The big increase in independants probably has only made it worse.
 
I wanted to add that this highlights a larger issue in the industry. I think there needs to be a fundamental change in the way game devs are hired. A more "traditional" work style. But that is an issue the parent company needs to look at, not us.

Definitely.

One of my pet peeves in the games industry is this mentality that "we'd rather not hire anyone than hire the wrong person."

Seriously, fuck that.

While you're looking for the "perfect candidate" who is the "perfect fit" with the team, the team is crunching because you're not hiring people to do work.

Not only is it counterproductive and leads to more crunch, this mentality also tends to create an echo chamber where dissent is squelched, and that's something that's absolutely essential to a creative industry.

While obviously there are toxic personalities, etc., that's not really what we're talking about here. But I think this mentality also has the effect of infantalizing your existing employees because you don't expect them to be professional adults that work with others, only with people that you think they will like and will "fit in."

There's also the issue that the "perfect fit" often times means someone white from a similar background as the people making the hiring decision, which is why there's so little diversity in tech fields.


An art director friend at a prominent independent studio was telling me once that they had been looking for a new VFX guy for 18 months. The only candidate they liked at all was right out of college, but they wouldn't hire him because he had no experience.

Meanwhile, of course, their VFX guy was crunching his ass off because they wouldn't hire anyone because no one was good enough.

I suggested he hire the college guy, because they can train him up. And while they were training him up, he could take the easier VFX off of the senior guy's plate, letting the senior guy focus on the things that only he can do.

"Nah, we don't train people."
 
Meanwhile, of course, their VFX guy was crunching his ass off because they wouldn't hire anyone because no one was good enough.

I suggested he hire the college guy, because they can train him up. And while they were training him up, he could take the easier VFX off of the senior guy's plate, letting the senior guy focus on the things that only he can do.

"Nah, we don't train people."
I like how nobody trains people. It's a great way to ensure that you never find anybody because all the people that meet your extremely high standards already have jobs and would want more money than you're willing to pay in order to switch over.
 
I like how nobody trains people. It's a great way to ensure that you never find anybody because all the people that meet your extremely high standards already have jobs and would want more money than you're willing to pay in order to switch over.

Yeah, it bugs me because the industry would be better if these bigger studios actually did believe in training people.

Instead, they just want to take everyone from everywhere else, and let those studios find replacements for them.

And, yeah, it would also be cheaper, too.
 
How are you able to understand that two products have different production schedules and separate budgets but yet that they are well, two products?

Like I said, not my problem. When I pay full price for a game on day one I want to have the entire game, and that means all things that the publisher has deemed ready for purchase when the game releases. When they start saying, "This part here is the game, but this part you have to pay extra for even though it comes out on the same day that the game does"... like, why would I be OK with that? None of that shit is in my best interest. I give zero fucks about teams and schedules and budget spreadsheets; I'm not doing the company's accounting, I just want to buy the end product.
 
“We get told to accept lower salaries because of our ‘passion’ for gaming, we sacrifice our healths and families to overtime to get the game done... and then some jackass decides we’re lazy because a bug is still in the game, or a feature they wanted isn’t there? Fuck that shit.”

Well, calling the developers lazy is not right, but I don't see what's wrong with consumers complaining about bugs or missing features.

Yes, the gaming industry is grueling to work for, but I don't see how that affects a customer's thoughts and expectations. In the end, they're still paying $60 for the experience. They can fully criticize what they play, and the amount of blood and sweat poured into a game shouldn't affect how they look at that game.
 
This is terrifying.

Why are Publishers ok with this?

It's a good way to make games with fewer people. Publishers are okay with that. The AAA games industry is ruthless to its employees, which has been the case for years and years. It's shit, and probably discourages a lot of programmers to take a job in gaming when they can earn more and have a better life in other lines of work.

“We get told to accept lower salaries because of our ‘passion’ for gaming, we sacrifice our healths and families to overtime to get the game done... and then some jackass decides we’re lazy because a bug is still in the game, or a feature they wanted isn’t there? Fuck that shit.”

Well, calling the developers lazy is not right, but I don't see what's wrong with consumers complaining about bugs or missing features.

Yes, the gaming industry is grueling to work for, but I don't see how that affects a customer's thoughts and expectations. In the end, they're still paying $60 for the experience. They can fully criticize what they play, and the amount of blood and sweat poured into a game shouldn't affect how they look at that game.

They're not saying it's wrong to complain about bugs, it's specifically aimed at people who call them lazy because of it.
 
At least half of these seem entirely made-up simply to have an article.

"Game Development Is Easy? A Good Idea Is All a Game Needs? All Game Developers Are Rich?"

These are in no way common misconceptions.

Based on my experience talking about work with my friends, it seem to be common enough. You'll be surprised with how many dude saying that 'i got this brilliant idea for video game, now all i need is someone to program and draw, i can guarantee it's going to be profitable as long they follow my idea.'
 
The "game developers are rich" one is the only one that sounds a little far-fetched to me. All the rest I've seen and heard with my own eyes and ears.

I've seen that argument many times when pirates argument why they don't buy games.
 
“We get told to accept lower salaries because of our ‘passion’ for gaming, we sacrifice our healths and families to overtime to get the game done... and then some jackass decides we’re lazy because a bug is still in the game, or a feature they wanted isn’t there? Fuck that shit.”

Well, calling the developers lazy is not right, but I don't see what's wrong with consumers complaining about bugs or missing features.

Yes, the gaming industry is grueling to work for, but I don't see how that affects a customer's thoughts and expectations. In the end, they're still paying $60 for the experience. They can fully criticize what they play, and the amount of blood and sweat poured into a game shouldn't affect how they look at that game.

While I agree that consumers shouldn't be expected to be OK with that stuff, I do think you forfeit the right to ignorance for the reasons once you do complain.

Gamers want bigger, more ambitious, prettier games. For the same price.

While the dollar cost of a game went up to $59.99 last generation, it has nowhere kept up with basic economic inflation, let alone the exponential growth in game development costs.

Something has to give, and while I'm not sure that this is the thing that should, it's an entirely understandable one.


Based on my experience talking about work with my friends, it seem to be common enough. You'll be surprised with how many dude saying that 'i got this brilliant idea for video game, now all i need is someone to program and draw, i can guarantee it's going to be profitable as long they follow my idea.'

When you're a game developer, everyone comes up to you and says "I have a great game idea!" And often times they will tell you what it is, and it's not even up to elevator pitch standards.

I constantly have random people asking me how to make games, etc. Or saying they have an idea. Or saying things like "Yeah, our idea is like... Zelda meets Destiny. We should be able to do that for under $1M, right?"

And then they get mad when you point out all of super-obvious problems with these things.


For example, my brother's boss pitched me a game once, which she was convinced was the most brilliant thing ever: a game where you kill your coworkers.

So immediately I mention that video game violence like that is super taboo right now, in particular. I reference a mobile game with that exact premise, which had to be removed from the app store and replaced all of them with zombies. But the damage had still been done.

I asked "How do you kill them? Is it first person? Side-scrolling?"

"I dunno, you just kill them."
 
There has been so much ignorance (on GAF too) about DLC especially concerning Star Wars: Battlefront. Uninformed bullshit like "they cut content to sell as DLC!" nonsense. This article should be required reading.

Reading the Destiny story and that some content from the vanilla version was cut and taken to the king...
 
Reading the Destiny story and that some content from the vanilla version was cut and taken to The Taken King...

There's a big difference between "cut" and "delayed."

For example, we don't know if they ever even started modeling that. Just because it was intended to be in the original game and wasn't doesn't mean it was done and delayed more than a year just because - in all likelihood, the idea and concept art was done, but nothing else.

Because if you read that article, their tools were terrible and everything took an incredibly long time to implement.

Every game has planned content that was cut or delayed. Just in the game of a game like Destiny, they actually have the opportunity to get it out.
 
I constantly have random people asking me how to make games, etc. Or saying they have an idea. Or saying things like "Yeah, our idea is like... Zelda meets Destiny. We should be able to do that for under $1M, right?"

And then they get mad when you point out all of super-obvious problems with these things.


For example, my brother's boss pitched me a game once, which she was convinced was the most brilliant thing ever: a game where you kill your coworkers.

So immediately I mention that video game violence like that is super taboo right now, in particular. I reference a mobile game with that exact premise, which had to be removed from the app store and replaced all of them with zombies. But the damage had still been done.

I asked "How do you kill them? Is it first person? Side-scrolling?"

"I dunno, you just kill them."

In Destiny of Zelda, she trades in the Master Sword Engram and gets a Green Rupee.

The Deadly Synergy game has office workers harness the power of passive aggression to do away with each other in Scanner-like fashion.

EZ MUNNY
 
I constantly have random people asking me how to make games, etc. Or saying they have an idea. Or saying things like "Yeah, our idea is like... Zelda meets Destiny. We should be able to do that for under $1M, right?"

And then they get mad when you point out all of super-obvious problems with these things.


For example, my brother's boss pitched me a game once, which she was convinced was the most brilliant thing ever: a game where you kill your coworkers.

So immediately I mention that video game violence like that is super taboo right now, in particular. I reference a mobile game with that exact premise, which had to be removed from the app store and replaced all of them with zombies. But the damage had still been done.

I asked "How do you kill them? Is it first person? Side-scrolling?"

"I dunno, you just kill them."

Lol. We should have a compilation of all these concept stories so we can read them.
 
I feel like this kind of article could be done about any job anyone's had ever.

This, really. My brother works hard with loads of hours. Has a crunch time. The moment their job's done, they're laid off until work is ready again. Why would any sane company pay someone to stand around if there's nothing to do?

The DLC bit is garbage. You know how you keep your team together? Work on actual expansions. Not a nickel and dime scheme, which is exactly what a lot of DLC is. As a long time PC gamer, expansions were something I looked forward to. Most of the expansions I ever bought were fantastic and felt like I doubled my game.
 
My 11th myth : Publishers are evil, everything they do is to persecute the nice hardworking game developers to milk more money from customers.


This is so untrue, please stop fellow internet commenters.
 
Common myths? Have they made some of these up? In all my time in the industry I've never heard ANY of the ones below.
A Good Idea Is All a Game Needs
All Game Developers Are Rich
Everything a Developer Does Is for Profit
Players Always Know What’s Best for a Game
 
Common myths? Have they made some of these up? In all my time in the industry I've never heard ANY of the ones below.

Uh, most of these are all things I read on GAF almost daily.

The "game developers are rich" thing might not be as true any more as maybe it once was in the Ion Storm / Digital Anvil era when people were just spending crazy amounts of money on things that never materialized.

Ion Storm, for example, had a minimum salary of $65k... and that was for the receptionist.

But I think it's come back into play a bit because of Call of Duty devs, mobile games and maybe some Star Citizen.

None of these are representative of the industry at large, but the news will report on things like "Everyone bought a Ferrari with their bonuses" and not "Dev successfully makes Honda Accord payment on time."
 
If everybody had that type of mindset we would still be at the stone age or probably extinct. No medicine, electricity, computers... neogaf lol

Thank god, the world still has some dedicated human beings. And they are being called lazy

That's bullshit.

We would have more industries with working unions and better conditions if the idealists don't destroy the market.
 
Uh, most of these are all things I read on GAF almost daily.

The "game developers are rich" thing isn't as true any more as maybe it once was in the Ion Storm / Digital Anvil era when people were just spending crazy amounts of money on things that never materialized.

But I think it's come back in part because of Call of Duty devs and mobile games.
If it's that common please point me to a bunch of gaf posts where people think that 'A Good Idea Is All a Game Needs'.
 
Common myths? Have they made some of these up? In all my time in the industry I've never heard ANY of the ones below.

It's not the exact same wording but the general attitude is still there. For example, people considering that every game should do more and cost less fall in the category of "I don't care if you're not making a living out of it" which is about the same than "All Game Developers Are Rich".
 
It's not the exact same wording but the general attitude is still there. For example, people considering that every game should do more and cost less fall in the category of "I don't care if you're not making a living out of it" which is about the same than "All Game Developers Are Rich".
That doesn't mean people think all developers are rich at all, that just means people don't give a shit what devs are earning and that they should be making their games cheaper.
 
It's not a guilt by association thing fellas, don't take it so personally. And remember Gaf is not the only place where people give their opinions on the industry.

That doesn't mean people think all developers are rich at all, that just means people don't give a shit what devs are earning and that they should be making their games cheaper.

Devs set prices now?

And in a way this is worse; it means people don't care if devs make a decent living, as long as they can buy games cheaply.
 
Related to bugs, I wish QA got more credit. Finding good QA and giving them enough time to properly test a game is incredibly important. Devs don't really have the time to play the game a lot of the time so bugs often slip them by so having dedicated QA people is priceless. Then it's up to the publishers of course to give the devs the time to fix those bugs. QA often feels like an afterthought needed to pass submission, not actually to make sure the game is good.
 
There's a big difference between "cut" and "delayed."

For example, we don't know if they ever even started modeling that. Just because it was intended to be in the original game and wasn't doesn't mean it was done and delayed more than a year just because - in all likelihood, the idea and concept art was done, but nothing else.

Because if you read that article, their tools were terrible and everything took an incredibly long time to implement.

Every game has planned content that was cut or delayed. Just in the game of a game like Destiny, they actually have the opportunity to get it out.

Yeah, we don't know anything about the progress of the cut content. Could have been modelled or not, who knows. But revealing to the public that the game could have had a richer story plus a third more of content and then moving that to an expansion you have to pay extra is not ideal. The terrible tools are another story altogether.

Edit: Just to be more clear. I don't have a problem with delaying content etc. If the original scope was too big to meet the deadline, then so be it (which in turn is a sign of bad management). What happens internally happens internally. Just don't reveal it.
 
I agree with most stuff, i still cant believe that some people think developers are lazy :/ The first time i heard about "crunch time" i thought this was stupid, crazy and damaging.. and i still think that.
But in my opinion the jury is still out whet ever DLC is "evil" the majority of it is certainly bullshit and not good... also don't even get me started on day one DLC or on fee to pay games.
 
I agree with most stuff, i still cant believe that some people think developers are lazy :/ The first time i heard about "crunch time" i thought this was stupid, crazy and damaging.. and i still think that.

It really is awful.

On my first project, I worked 14-16 hours days, 6-7 days a week, for about a year.

I lost all concept of time - the only way I knew it was the weekend was because Loveline wasn't on during my morning commute.

After that crunch was over, I was at a party with some friends. I referenced something that happened the last time I saw them, like it was yesterday. And they stopped dead and said "Peter... that was a year ago."

And that's when it really hit me.
 
Took the time to read article. Some of my points are not really contradicting the article but I wanted to give my opinion on each "misconception" too.

Misconception: Game Developers Are Lazy
> yeah it's false, it's just that some are bad

Misconception: Game Development Is Easy
> clearly not an easy job but made easier with power and most recent tools... making the less good ones can still work on big projects :/

Misconception: A Good Idea Is All a Game Needs
> wow who said that? A good idea is nothing if not well executed !

Misconception: DLC Is Evil
> no but we as gamers have seen a lot of very bad DLC. Good DLC is praised. Open your eyes gaming industry !

Misconception: All Game Developers Are Rich
> ok so now kotaku put too much effort to make a top 10 maybe a top 5 would have been enough... everyone knows not all game developers are rich.

Misconception: Realistic Graphics Mean a Better Game
> that's what the industry put in the kids who started with Sony vs. Microsoft gen in mind. Gamers want pretty and realistic graphics, it's kind of natural to expect this evolution but you as the gaming industry are responsible for finding the right balance and most of devs are failing here.

Misconception: Everything a Developer Does Is for Profit
> not everything but the most part and sometime the biggest decisions are based only on profit criteria which restrains creativity

Misconception: Game Developers Don’t Care About Bugs
> of course they do care but why releasing some games with that many bugs or day one patches? Just respect your audience and delay the game by assuming you have failed delivering the product your fans deserve on time. It's ok. Also having to dl many Gb patches on day one is just an aberration (or speaking about the people with data caps or no good Internet connection).

Misconception: “Casual” Games Don’t Matter
> they do matter for business but it's just that the most part are not innovative and won't help the industry going forward. The money they generate though can give more freedom to some devs if they use a part of this big cash to try new ideas and make niche games... but who does it?

Misconception: Players Always Know What’s Best for a Game
> ah ah NO! And we all know that too.

And lol at all the gaming industry actors always focusing on Twitter... Twitter is not the centre of the world and Twitter is in no way representative. Even more when you see the quality of the average post on Twitter.

Take your brain, think about what you make with your work. Just a simple question: is it good or bad?
- for you
- for your company
- for the industry
- for the consumer
 
Common myths? Have they made some of these up? In all my time in the industry I've never heard ANY of the ones below.

The last myth is way too common in fighting games. There's always that early, dominant character which will always get knee jerk "omg so OP" reactions and premature calls for nerfs. (MVC3 Sentinel, UMVC3 Wesker, even in PSBR we had Sackboy early on). It usually happens from outspoken, non top players and they usually tend to be wrong because either the game is still developing its meta so it's just too early to say, or there are actually counters formthem and those said players just had bad experiences fighting them (it could also be that they just suck at the game)

Even moving past that phase, balance discussion usually ends up like this, with people with no knowledge of a character calling for certain, definitive changes, without realizing how extreme the changes are. These people often come to odds with people who do main said character (and depending on the community, it might eventually devolve into a flame war)

That said, it is always hard to tell because it's balance. Sometimes they're wrong (Wesker eventually got edged out as UMVC3 went on) and sometimes they've completely righr (Hsien Ko is unanimously a terrible character, anyone saying otherwise is full of it). Sometimes certain calls are right and it's purely mains wanting to keep their character unfairly strong. Point is that, especially online, fighting games will always have people trying to balance the game and most of the time, these people have no idea what they're talking about (but will speak like they do)
 
It's still bizarre to me because I don't understand why pick the game industry to include these practices.

Are games seen as some hyper profitable beast that they completely disregard human lives over it?

I'd suggest that it's the opposite: Games are perceived as such a risky endeavour that they feel they need an ethos of working heavy unpaid overtime just to achieve the goals they set out to do.

I've said something similarish a while back. It's often said that budgets are too high, and that's right - but they're also too low:

This is a difficult question, so I'll give the simple base answer, and then expand on it. I do also need to point out that a fair deal of the management movements were my impression from my role as a coder, and it's quite possible I'm being unfair or inaccurate, for which I apologise, but my perception of the issue was:

On the development side, I - quite simply - do not think money was being spent excessively. The people I worked with worked long hours with poor wages fuelled mostly by passion - and free pizza. There was an understanding that this was necessary to meet the requirements of the job. So, to reiterate: with the budget development had, we still felt we had to work many extra hours for free in order to meet the requirements.

If anything, the budget for development was too low.


Now, aside from that, I - along with many others - have often clamoured that budgets are too high. So how do we reconcile those two things?


The issue is one of scope, in part. As an independent studio, we were dependent on commissioning projects from publishers; we'd produce prototypes to try to demonstrate a workable game, management would negotiate titles and licenses they'd like to produce. And to do that, to secure that, they had to promise things we simply were not equipped to deliver at the price they agreed upon - but that got money in the company's coffers, and kept us going, it was simply regarded as what was necessary for survival.

One issue, I think, is the workforce, and I'm not so arrogant as to not include myself in that. There was a regular rhythm of getting fresh-faced people in from university, full of energy and passion, and pushing them as hard as they could at a low wage. Again, not through any idea of cruelty, just a feeling that it was necessary. They'd get burned out and leave, and replaced, and the cycle would continue. We had a fairly ridiculous turnover some years - I put that many pound coins in leaving-present envelopes...

I wonder if it may have been more productive - and cheaper in the long run - to have worked with better-paid, more experienced teams rather than having that turnover and relearning process. I don't know, myself.

As I got burned out, my passion and work quality definitely deteriorated. Ultimately, one prototype we'd pushed hard for (and it's been long enough now that I can probably safely say was for Squeenix, a sort of FPS with Pokemon elements - yes, really) fell through, and they needed to make layoffs, and that included me. It hurt at the time, but from a purely pragmatic point of view, I think it was the right thing to do. There were far more valuable and productive people laid off in the same wave, and had I stayed when they went, it'd have been quite unjust.

(As an aside: If I remember rightly, one of the management did suggest to me that Eidos pushed for the title to fall through on the grounds that they disliked us because we now owned what was Core. I... will admit to being somewhat sceptical of that claim!)

I had a point in there somewhere. What was it? Oh yes!

In my opinion: the scope of games is simply too large now, and consumer expectation is too great. The budgets are actually reasonable for the amount of content that's being produced. There's a fear that reducing the scope of games significantly would result in that title being ignored (percieved as 'not as valuable' as the blockbusters), so it turns into an arms race, driven mostly by the big guys.

Smaller games, right now, seem like a smart move. To link to another thread at the moment, Titanfall might well be doing the right thing, even though it's not particularly to my tastes. The problem is convincing publishers that the smaller titles have a better-reward-to-opportunity-cost ratio than blockbusters, and that's tricky.
 
Terrible article.

There is no excuse for releasing broken games.

We are the consumer, we pay and have rights.

Do you honestly think any development team would be happy to release a broken product?

A broken product that they've spent ridiculously long hours working on in?

Do you also think that development teams can simply say "Let's delay the game?"
 
Like I said, not my problem. When I pay full price for a game on day one I want to have the entire game, and that means all things that the publisher has deemed ready for purchase when the game releases. When they start saying, "This part here is the game, but this part you have to pay extra for even though it comes out on the same day that the game does"... like, why would I be OK with that? None of that shit is in my best interest. I give zero fucks about teams and schedules and budget spreadsheets; I'm not doing the company's accounting, I just want to buy the end product.

My point is, if you realize there is two different schedules, two different teams, and two different budgets, you should be able to process these are two different products. Full stop. Not one product artificially cut into to. Your "not my problem stance" is basically you just covering your ears and shouting "LA LA CAN'T HEAR YOU GIVE ME EVERYTHING CAN'T HEAR YOU LA LA". You can keep saying "fuck you and your accounting", but at the end of the day it's not some arbitrary behind the scenes distinction designed to trick you into believing you should buy two halves of one whole separately. It is two different products. The end.
 
It is two different products. The end.

I get it. I fully understand the concept, and I consider it to be hot bullshit. I don't care for the business practice. I don't want games to have additional paid content available on day one, under any circumstances.

When I come home with my new copy of Mass Effect 3 on release day, for example, and I find that there's an extra squad member that has to be bought at additional cost, I don't sit there and think, "Well, they probably had a separate team working on this after the main game's completion so this is perfectly reasonable, thank you for letting me spend $70 on your game, EA". I understand that the DLC might never have been included in the design doc for the main game and was always going to be part of a separate project during the game's development, but at the end of the day, here I am sitting with my wallet $60 lighter and the game's store page showing me in no uncertain terms that I don't own the full thing. It's not a situation I'm interested in being in, no matter how it comes about.
 
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