Why decline in generalists leads to disjointed games and harms tool quality
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Re: Why decline in generalists leads to disjointed games and harms tool quality
#52The generalist's resume looks worse. They have 2 years experience with (insert role here), compared to the other guy who has 8, because they've worked in multiple roles. Some industries have realized they want some people who have multiple skills, such as the "full stack engineer" roles, but it seems rather more common to prefer someone who precisely fits into the specialist role they defined.
I've been in the workforce for almost 40 years as an ICT professional. In my experience there's lots of other things going on in addition to the point you make. People flat-out don't believe that the skills enumerated on my resume could be held by a single person, and are. Apparently, I'm clearly "over the hill", having been at this for nearly 40 years. I should state that I have 20+ years experience instead, as-if h…
The "system" still serves the ones who grow vertically Junior X, X, Senior X, Junior X Manager, X Manager, Senior X Manager, and so on. I remember listening to DOAC chatting with Harley Finkelstein of Shopify that was describing how he appreciates T-shaped skill-set. So you master skill X (as you 'grew up with it') but as time was going by you also developed other skills in parallel.
Modern companies & minds get it and celebrate it. Old-school-ers don't (and probably never will). There is also the thing "I want him/her to do X, so (e.g.) project management skills are not useful". And then I am happy when I hear this on an interview because I most definitely do NOT want to work with that person! :)
Re: Why decline in generalists leads to disjointed games and harms tool quality
#53Re: Why decline in generalists leads to disjointed games and harms tool quality
#54Earlier quoted context omitted.
> Is it even possible nowadays to be a generalist? Stardew Valley guy did pretty much everything himself. Game design, programming, music, art. Which, it's an indie game... but clearly if he can do the whole project himself, someone on a AAA team can have cross-disciplinary skills and translate.
I'm not sure it's a good example... Stardew Valley as a technical feat is pretty average, there's nothing fancy. In fact the game could have been made 20 years ago with this looks. Comparing it to AAA is really far from the truth, because modern 3D game dev is much much much more complicated.
Re: Why decline in generalists leads to disjointed games and harms tool quality
#55Is it even possible nowadays to be a generalist? In science something similar happened. There was a time where some people knew pretty much in every science field, chemistry, physics, biology etc. but the amount of knowledge grew and it become impossible to know enough in every field. Maybe game development isn't any different. You either become an expert in on field or your knowledge is to superficial to actually he…
Look at Stardew Valley. One person (Eric Barone aka ConcernedApe) designed the game, wrote all the code (including the engine from scratch), designed all of the characters from concept sketches to final in-game art, wrote all the story and dialogue, created all of the sound effects, composed and recorded all the music with an original soundtrack of over one hundred pieces of music. The game has since sold more than 2…
Re: Why decline in generalists leads to disjointed games and harms tool quality
#56* Generalist, has worked in many different areas on different types of software
* Thinks that's a bad thing
And I do think that's a bad thing, from a career-marketability standpoint anyway. Back in the 80s or 90s, you could get away with being a "guy who knows computers" and they would pretty much stick you anywhere they needed someone who knows computers. And you had to sort of muddle through, figure out what your colleagues needed to do and how to apply the technologies you had on hand to make it easier. Starting in about the 2000s, the enterprise world especially started demanding specialists. They had a J2EE application that needed maintenance and if you didn't know your J2EE backwards and forwards, I'm sorry, there's just no place for you, BOLIYFE[0].
I had spent four years in a robotics company, and then some time at a server appliance company, and the hot thing when I found myself in need of work after those stints was "cloud". If you weren't up on cloud, the industry just couldn't use you. Résumé driven development became a must if you wanted to make a living in the industry.
And now those chickens have come home to roost in the gaming industry. Because game development isn't six guys in a strip-mall office messing around, figuring out a way to create something that thrills them at least as much as Mario did. Not anymore. I'll come out and say it: in terms of complexity, budget, and team size, games are enterprise software. Each game is an enormous project, often a distributed system, involving the contributions of hundreds. Games have passed the complexity threshold beyond which no one person can hold even a decent approximation of bigger than a tiny sliver of the whole system in their heads. The dev team is likely to be divided into smaller squads, each of which specialize in a narrow area of the game -- because it has to be. Because each of those areas, alone, is going to be more complex than can be handled by a single person, let alone a small team. And in order to not lose productivity onboarding new people, those people have to have demonstrated expertise in the narrow subset of the whole game whose team they aspire to join, typically by being credited on at least one AAA game title in that area. And generalists, unless they are literally John Carmack or at his level, don't have the deep knowledge it takes to be useful on, say, a AAA game's sound team, or level design team, or gameplay mechanics team, or scenario team.
And so we have today the situation where a Hackernews tells a promising kid, put down that homebrew retro console you built out of a Raspberry Pi and learn Unity and Unreal, because that's where you can make a real contribution to the field[1]. And he's right. The industry has changed how it works since the 90s, so in order to stay relevant in the industry you have to change too. Change with the times, or get left behind. Adapt, or die. It was always ever thus.
[0] "Best Of Luck In Your Future Endeavors"
Re: Why decline in generalists leads to disjointed games and harms tool quality
#57Is it even possible nowadays to be a generalist? In science something similar happened. There was a time where some people knew pretty much in every science field, chemistry, physics, biology etc. but the amount of knowledge grew and it become impossible to know enough in every field. Maybe game development isn't any different. You either become an expert in on field or your knowledge is to superficial to actually he…
Overspecialized teams are also a hazard. The best design solutions are usually compromises, but when the trade-off crosses into different disciplines (e.g., mechanical vs electrical), it can get tricky. At minimum, you need people who can even recognize when such trades exist. It's better if you can find translators: the rare person with enough expertise in relevant domains to get to get two teams to work together ef…
These are actually at least three (likely four or more) areas of expertise: expertise in two domains, expertise to communicate well with both sides, and the expertise to "translate" from each side to the colleagues of the other one.
For example, while I do claim to have expertise in multiple areas, it - I claim exactly because of this reason - often happened in the past that both sides told me that I somehow do not speak "their" language, but what they claim to be the one of the other side. Also, I have a tendency to find "weird" connections between both areas that both sides have difficulties understanding. :-(
Re: Why decline in generalists leads to disjointed games and harms tool quality
#58The issue has never been a lack but that the industry itself crushes you into a box and insists you don’t exist. I’ve sat in meetings where generalists are described as unicorns. There is usually zero organisational impetus to utilise people’s abilities outside of their job spec. There aren’t a lack of generalists, organisations are just blind to their existence and have no understanding of how to use them.
As a consequence I’ve always looked for opportunities that let me be a generalist, working on prototyping teams, startups that need you to muck in and now leading a team of generalists making games. Quite a few of my team came from other industry jobs doing something specialised because of what we offered.
I think Tim’s diagnosis of the issue is correct for larger teams, generalists provide glue, shortcuts and important cross-cutting expertise. It’s just the actual problem is larger teams are also terrible at finding and integrating generalists because it’s anti-thetical to their working model.
Re: Why decline in generalists leads to disjointed games and harms tool quality
#59I tell you what, the Diablo 4 game is a perfect example of disjointedness that comes from pure specialists with little to no one who is a generalist that can bridge departments together in a way that makes for a better game and experience. And while they have made strides to implementing much of the community feedback for Season 2 many months later after much of the gamers have left, it isn't the same thing as having…
Re: Why decline in generalists leads to disjointed games and harms tool quality
#60I’ve worked in games for twenty years and can safely say there are way more generalists today than there have ever been. Better tools and more awareness simply mean there are way more people making games. Even within large game teams you’ll also find loads of generalists. The issue has never been a lack but that the industry itself crushes you into a box and insists you don’t exist. I’ve sat in meetings where general…
I find it fascinating that the gaming industry is faced with similar issues with generalists, where I was expecting a lot more pragmatic choices and better paths for individual contributors even if they're not ultra specialized.