What is it about game development field that makes it so labor intensive with consistent overtimes? I tried to make a simple FPS game and it was astounding how much work was involved. Took 6 month of learning Unreal and Unity and gave up with a functioning prototype. Took 4 months of back and forth with Steam to list my game. Even harder trying to make money off it. I'm just in awe of Roblox, Minecraft, Fall Guy and…
> What is it about game development field that makes it so labor intensive with consistent overtimes? I helped lead a team that built and shipped a 3D multiplayer game from scratch with a custom engine. I went into it expecting it to be harder than I thought it would be, and it was harder still. I think the thing that makes game dev fundamentally harder than other types of software is that most software products solv…
>I suspect that even technically simpler games like 2d platformers are probably much harder to develop now than they were a few decades ago, due to necessity of competing against every other activity the player has to choose
I'd say they are harder to *succeed* than a few decades back. Especially for indies. Development is easier than ever with tools and assets available for no cost (during development at least).
e.g. If you make a platformer in 2008 and get it on a store for $20, you would probably get a decent following just because you managed to get it on the store.
If you make the same game in 2020, even if it was a really good game, it's harder to be noticed and gamers will always have "but is it as good as Hollow Knight/Celeste" in the back of their heads. Games that each spent years refining their mechanics and ultimately sold for $20 each. Games that right now sell for $10. It indirectly buries and caps your market to try and compete there.