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“What Went Right and What Went Wrong”: Analysis of 155 Postmortems from Gamedev

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51–52 of 52 posts

Re: “What Went Right and What Went Wrong”: Analysis of 155 Postmortems from Gamedev

#51
post #50

Earlier quoted context omitted.

I am sorry, it seems that my point is completely lost behind snark. Let me put it straight then. The argument in this thread is that games industry is somehow behind times and not using the best practices used at places such as Twitter. The question is - how do you know your practices are the best and not the other way around? Game studios go out of business if they don't deliver quality software on time and on budge…

Games are more like web products than you think, I'd say. If you come up with a game-stack: 3d engine, netcode, the works, that vastly outperforms a game like League of Legends, that does nothing to threaten them either. I'm not siding with this notion that Twitter (or webdev in general) is ahead, mind you, but it's fair to say that neither websites nor games are about selling software. They're more about entertainme…

You are right, f2p games are a lot like web - they sell service, not software. Interestingly, these companies look a lot like web firms - thousands of people working on the product, which barely changes and, I've heard, using the same programming practices. This is not what people mean when talk about games industry.

Re: “What Went Right and What Went Wrong”: Analysis of 155 Postmortems from Gamedev

#52
post #48

Earlier quoted context omitted.

Something about your last paragraph rubbed me the wrong way. Sorry. > about 10X the competition Steam added 1500 games in the first 7 months of 2015. Crunchbase had over 8000 investments in 2015. So I don't think that's true, even accounting for a Christmas peak. > juggling massive game assets Lots of data goes into games, lots of data comes out of websites. The difference to my eyes is that the industry has multiple…

"Let's not pretend that banging out something in Cg is PhD-level shit." Almost everything you implement in CG is "PhD-level shit". Implementing techniques from SIGGRAPH papers in your game engine are usually non-trivial. Game engines/games are some of the most complex systems in software engineering, the complexity can't be compared to web apps at all.

I think by CG you mean computer graphics? Cg was nVidia's shader language that compiled to HLSL or GLSL. Writing shaders is sometimes serious business but more often than not it's just as drudgey as writing CRUD pages.
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