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Why Video Games Have Launch Problems

playfab.com

21–30 of 36 posts

Re: Why Video Games Have Launch Problems

#21
The reason IMO is game developers just don't care since it's a huge work to micro-optimize a game.

Last years when silicon reached it's limits, all kind of developers start to worry about the performance. The question "how to make a more advanced game?"'s answer is not git gud on hardware anymore. It's up to the software today (again).

Re: Why Video Games Have Launch Problems

#22
post #11

This article completely ignores that single player, mostly-offline games have exactly the same launch problems. The reason games have these launch problems is that publishers got away with it for too long. Having users who already paid for the game do the beta testing is much, much cheaper and more efficient than in-house testing. I sincerely hope that steam's move to grant refunds ( http://store.steampowered.com/ste…

It doesn't ignore it, it's just a completely different issue. General awfulness of a game on a tight budget and deadline has little to do with backend scalability issues on large budget games...

It pretty much does ignore it, pinning backend service issues as at least the primary if not the only major issue:

"So why does it keep happening? It comes down to the fact that most games are now online services, with updated content, special events, virtual economies, player interaction, etc"

As someone who plays both online and offline AAA games on console (PS4, Xbox One) and PC, I haven't seen any evidence that online-heavy games are more likely to ship with major problems than offline games.

For both types of games it is routine these days to get games on day one where you have the base game, you have the near obligatory multiple-gigabyte 0 day patch applied to deal with problems found between gold master and actual release, and then you still have obvious crash bugs, serious problems with animation systems, physics systems, etc. Connection issues with backend services are just one of a very long list of game breaking problems, many of which are seen in totally offline single-player games.

The whole "preorder" culture for gaming is a large factor in this problem, IMO. There's not that much incentive to ship a product that is solid when you've already gotten a large amount of the money you will get on release before the product even ships. This is even more evident in all the failed kickstarters where people have paid for alpha-level games that were never released or evolved much past where they were at the time of fund raising.

To a large degree the gamers are thus to blame for perpetuating this problem due to buying into the preorder culture (presumably in order to avoid loss aversion due to missing out on preorder bonuses).

Re: Why Video Games Have Launch Problems

#23
They caught up with the rest of the "internet-enabled" software. If it can be updated, the maximum it needs to be is acceptable, not (mostly) bug-free as in the old days. This gives lee-way to juggle quality with release deadlines.

Re: Why Video Games Have Launch Problems

#24
To address the point of "game developers don't know backends, and backend developers don't know how to build for games"... I want to think aloud about the question "how do you hire engineers who can work on the backend of a large video game?".

One issue parts of the games industry struggle with is simply coding competency. There's a tendency to hire newer grads and folks who will work for lower salaries, because people always want to make games. (And why not? Making games is awesome.) This leads to turnover, poorly thought out (or over-engineered) designs, lack of "common sense" things like load testing before launch (remember the industry standards you learned at college? if your college was anything like mine, you didn't), language soup, etc. And in my experience, the best backend systems are built by those with at least a bit of that experience already - rather than gameplay programmers trying to teach themselves what the CAP theorem is. But what senior engineer wants to work with legacy spaghetti code, or unlaunched promises (and the threat of future layoffs), when they could work at Facebook or Google or whoever?

At a previous large tech company I worked at, we built a games team internally to work on large scale platform stuff (pretty similar to what PlayFab is doing but aligned with said company's products). It was really cool - we got folks who were solid engineers but also ex-games industry, or avid gamers, themselves, advertising team openings via the videogames@ internal mailing list. We tried to combine the culture/fun of the games industry without the baggage and conditions.

But platform isn't content, and I recently joined a similar kind of team in an actual games company (which operates much more like a tech company than most, since our game is operated as a live service rather than a one-off downloadable release). Being able to work alongside artists, designers, narrative writers, sound engineers, event producers etc creates a really creative environment, and though I'm working on MySQL performance tuning and internal monitoring data pipelines, I get to hang out and talk about the new champion releases with folks at lunch. A nice balance, but for those who can't afford their own platform team, or don't have the carrots to lure us in, PlayFab seem like a neat alternative. :)

Re: Why Video Games Have Launch Problems

#26
post #11

This article completely ignores that single player, mostly-offline games have exactly the same launch problems. The reason games have these launch problems is that publishers got away with it for too long. Having users who already paid for the game do the beta testing is much, much cheaper and more efficient than in-house testing. I sincerely hope that steam's move to grant refunds ( http://store.steampowered.com/ste…

> The reason games have these launch problems is that publishers got away with it for too long. Having users who already paid for the game do the beta testing is much, much cheaper and more efficient than in-house testing.

I'd say the main reason is that video games companies are usually run by a bunch of amateurs who are good at a few particular things (coding, design, creativity, and maybe even "hyping" things) but have shortcomings when it comes to engineering and delivering consistent, solid quality. Many companies dont have regular processes, and rely on employees forsaking weekends in order to deliver things on time.

I know it's usually not popular here to talk about the necessity of Project Managers, but the Video Games Industry is a pretty good example of an situation where more (i.e. better) management could help make things better compared to the current mess.

Re: Why Video Games Have Launch Problems

#27
post #25

As an outsider is it possible to do game development in an Agile manner?

Of course it is. You can see the strategy of rapidly iterating on game mechanics first, for theoretically releasable, yet too crappy for the market, in interviews of old school devs: Sid Meier and Peter Molyneux built their first hits this way. Today we also see this approach in Early Access games on Steam.

The reason we don't see it everywhere though is because in AAA games, deadlines are seen as something so important that large parts of the game are built simultaneously. In your typical modern story-based action game, you have different teams working on different levels, and some people might spend all their time in just one or two levels: To get that level of parallelism, and have over 100 people working on a game, chances are that the development process will not have much to do with agile.

But many of the games that most people would consider great come from much love, refinement and iteration, along with relatively long development periods. This is why Blizzard always takes forever, and we have the concept of Valve Time.

Re: Why Video Games Have Launch Problems

#28
post #26
post #11

This article completely ignores that single player, mostly-offline games have exactly the same launch problems. The reason games have these launch problems is that publishers got away with it for too long. Having users who already paid for the game do the beta testing is much, much cheaper and more efficient than in-house testing. I sincerely hope that steam's move to grant refunds ( http://store.steampowered.com/ste…

> The reason games have these launch problems is that publishers got away with it for too long. Having users who already paid for the game do the beta testing is much, much cheaper and more efficient than in-house testing. I'd say the main reason is that video games companies are usually run by a bunch of amateurs who are good at a few particular things (coding, design, creativity, and maybe even "hyping" things) but…

I do not think that games need more project management, but more people who share the lessons we've also learned in business and system programming.

For instance, we've had articles here about how beautiful the Quake 2 and Doom 3 codebases were. It's not that John Carmack isn't an amazing programmer (I am sure he is far better than me), but the techniques for readability and maintainability that he used in those games are just what anyone writing in a large codebase should be doing. The style he used is exactly what we demand when interviewing senior devs. But then game programmers look at it as if he had discovered cold fusion. But when all you see is games, that are written expecting that once the game is shipped, nobody is going to touch your code again, standards go down. Very different from what we do in business programming, where we know some systems might end up living 15+ years, so we have to write things planning for the system to keep evolving for decades.

If anything, online games and MMOs should be written better, precisely because they are far long lived, and will be edited more, than a throwaway that will just see a few patches if users complain.

Re: Why Video Games Have Launch Problems

#29
The difference with major online services like facebook and twitter is that games have a -very- big launch, and get a lot of users at the same time all at once. It's really hard to test for all that traffic in advance, as there will be so many configurations, (slow and fast) connections, hackers etc coming in all of a sudden. Its almost impossible to simulate the enormous variation.

Facebook, Twitter etc begin by a stable (code) base and then step by step scale up their systems. When something does not scale they can roll back or quickly fix it. They don't have to ramp up from a few hundred players to hundreds of thousands in a few hours like in the gaming industry.

Re: Why Video Games Have Launch Problems

#30
post #29

The difference with major online services like facebook and twitter is that games have a -very- big launch, and get a lot of users at the same time all at once. It's really hard to test for all that traffic in advance, as there will be so many configurations, (slow and fast) connections, hackers etc coming in all of a sudden. Its almost impossible to simulate the enormous variation. Facebook, Twitter etc begin by a s…

" It's really hard to test for all that traffic in advance"

There's this thing, they're called dedicated servers. The reality is that game companies CEO's/execs don't want to pay for quality when they can push it out now get the money and patch later, aka. They put in the least effort. The whole thing is intentional at big companies, a combination of intentionality and incompetence at small ones.

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