I wish my clients would understand that, and my code is a lot simpler than a video game.
For Palworld, a new island takes 6 months, per the article. Probably talking about Sakurajima and the big southern one. That makes sense, since it’s not just putting stuff there and calling it a day on the first finished thing, some level design has to happen so the place makes sense and doesn’t feel super boring to explore.
if it takes you 6 months to add a new fundamental game mechanic then thats understandable
if it takes you 6 months to remove an unnecessary popup then youre incompetent. (looking at you, Hunt Showdown)
Half a year’s work takes 6 months? I had no idea
Every 60 seconds in Africa, a minute passes.
This still cracks me up even though I heard it so many years ago
Two minutes silence for every minute
It would also be great if devs added things during development that should simply be there at launch. Instead of that, shit gets rushed out the door with promises of future fixes and updates. And then devs get all huffy when people rightfully ask for things to be added that are supposed to be basic launch features…
supposed to be basic launch features
isn’t this very subjective and dependent on the game and scale of success?
What I don’t understand is why do developers make bad games? They should just make good games instead.
Gamers want good games, not bad games.
The developers aren’t in charge of what’s in the game, the PMs and accountants are
Yess. I boggles me that the narrative is still “devs this, devs that”. It doesn’t take becoming a game dev to understand that actual software developers are not calling shots on plot twists, monetisation model and so forth. Like, what the hell is wrong with people babbling about devs?
Well, the fact is that there are also a LOT of dumb customers willing to buy crap. God knows why.
Just look at the trending / best selling lists on Steam. There’s shit on there that I wouldn’t play if you paid me. Yet somehow there’s enough of a customer base for that that they sell it.
Honestly, Steam should look into setting a minimum quality level for things sold on the platform.
Well, the fact is that there are also a LOT of dumb customers willing to buy crap.
As much as everyone love Oblivion…it all started from there with the $9 horse armour DLC.
God knows why.
Yet somehow there’s enough of a customer base for that that they sell it.
Kids. Fucking kids. Thankfully I am never that stupid to buy individual DLCs even when I was a child, which is compounded by familial circumstances and education, but kids will be kids. Either they stole their parent’s credit card to pay for useless virtual items, or they were spoiled and never taught with financial literacy.
Soo true
I agree with the sentiment, but I don’t know Helldivers 2 – what basic launch features were/are missing?
There’s a strong argument that the server architecture needed to be better at launch, but then the game sold more than an order of magnitude better than it was expected to, so no one would have noticed that it scaled badly had the player count been in line with their design and testing.
Ah yeah that’s a tricky one. I guess as developers we’d all like to be ambitious and plan for millions of users but that sort of hardware and architecture takes time and money that might not be realistically in the budget/scope.
I’ve also not really got insight as to who would have a say on that kind of hardware, whether that’s PMs or devs. Probably higher-ups, right?
I think for something like this, you’d rent cloud servers as you’d expect the number of concurrent users to change over time and ideally would be able to spin up more capacity when you need it without having to have those machines available all the time. You still need some kind of system that decides when to order more capacity with enough warning that it’s actually available (you can tell AWS you want a VM immediately, but it still takes a couple of minutes to transfer your data onto it and boot it up, which is longer than people want to sit in a loading screen) and decides which servers to assign to which users.
That’s nothing new.
Gamers who don’t know any programming, or maybe made a little utility for themselves. Looovee to bring out the old “just change one line of code”, “just add this model”, etc. to alter something in a game.
They literally do not understand how complex systems become, specially in online multiplayer games. Riot had issues with their spaghetti code, and people were crawling over eachother to explain how “easy” it would be to just change an ability. Without realizing that it could impact and potentially break half a dozen other abilities.
Diablo4 has memory leak issues. As a software engineer myself, I just don’t see any excuse for a game this long in production to have memory leak problems.
There is no doubt that a lot of games are getting rushed without being properly tested.
as a professional software dev, games with fozens or hundreds of abilities that interact with eachother scare me
Yea, in things like MOBA games you have to compensate for so many edge cases that the amount of interactions between abilities is as you say, scary.
Even if you’re an actual software dev, it’s still pretty much impossible to guess how much work something is without knowing the codebase intimately.
And even then it’s sometimes impossible because how much can you keep in your head at once. Everybody specializes on these large projects. I may have 30000 ft view of how things operate but getting down into specifics can be hard. I have some intimate knowledge of the learning management system we develop for, which is way less complex than most games, and there are always little gotchas when you make code or architecture changes.
When a dev with game dev experience says something should be easy to fix, it’s under the assumption of a reasonable cobe base. Most games are built off of common engines and you can sometimes infer how things are likely organized if you track how bugs are introduced, how objects interact, how things are loaded, etc…
When something is a 1 day bugfix under ideal conditions, saying it will take 6+ months is admitting one of:
- The codebase is fucked
- All resources are going to new features
- Something external is slowing it down (palworld lawsuit, company sale, C-suite politics, etc…)
- Your current dev team is sub par
Not that any of those is completely undefendable or pure malpractice, but saying it “can’t” be done or blaming complexity is often a cop out.
Absolutely, it’s impossible to know how much. But it’s a lot easier to grasp that it’s rarely just “changing a few lines” when it comes to these types of situations.
Specially since many programmers have encountered clients, managers, etc. who think it’s that simple as well.
My favorite one is “Just add multiplayer”.
Sure. I’ll just go right ahead and toggle it in the engine. Why didn’t I think of that?
You did it twice, so I’ll be the grammar police:
Especially = particularly
Specially = for a specific purpose
See: Destiny and Telesto.
In the wake of all the layoffs and such I don’t know if any former employees have (as vaguely as possible) discussed the codebase yet. It seems like such an absolute nightmare.
Mostly agree, 98% of requests are unrealistic. Most of these requests are not even simple.
But many times, things ARE fucked. And when that happen - dear gamers, don’t curse devs, as a team. There was shitty ceo, who couldnt make a straight decision or changed them 200 times a day, because felt some popular new feature totally must be in the game, that ruined whole concept. Many times, the concept were shitty from the start, then blame director of that. Even more often, publishers pushes their financial decision over dev team (hello Helldivers2 vs Sony). Yet another time, some lawsuit shitstorm happens, that makes devs scrap something (hello Palworlds vs big_n). And many times, its all together.
If gamers are bitching about a game not adding a whole new island, you should ignore them because they’re clearly idiots.
If gamers are bitching about your menu system being navigable by someone with less than a PhD (cough, Risk of Rain 2 on console, cough), and you’re estimating that will take 6 months to fix, then that’s because you (as a company) coded your software badly.
6 months doesn’t sound unrealistic for re-doing a menu system. Designing, reworking art, re-programming workflows and then testing everything can take several months. Even just the logistics of releasing it after it’s done, that alone can take a month.
Yes, it is possible to setup everything in a very generic way that is data-driven, but that also is a lot of work that has to be prioritized with the scope of the project and the team members available.
That’s right. Still, it could take more than 6 months to make it right.
💯
cough, Risk of Rain 2 on console, cough
I still remember when they somehow broke the Xbox version and nobody could get past the start menu.
I had to read an article about that. It apparently coincided with the release of the second DLC. It was pretty broken on PS5 as well. That just screams some high level exec said it MUST be out on the announced date cause they told someone that it would be. Likely part of a contract or their bonus was tied to it. Doesn’t matter if it’s unplayable. It ‘met’ the release deadline. Now we’re just ‘doing maintenance’.
I’m a dev and I firmly believe that if people could see the software they use daily as a physical object like a car…they’d be more “Hell, no. That’s a death trap” than they probably realize.
I like to link them to any modding SDK (official or unofficial) and as them why don’t they make it.
Well for one they’re a consumer who paid for a functional game. Nobody expects drivers to break out power tools and mod their car right off the lot.
It’s even more embarrassing when modders do fix it. Some random guy with no source code access manages to fix an issue in 3 weeks that a whole team couldn’t fix in 3 years.
So then why don’t they have regular bulletins in their games showing ‘Look, look! These features will be coming by xx/xx/xxxx!’ ?
Things set the timeline back? ‘Oh no! Looks like we won’t be releasing this on that date, it will actually be this date!’
Seems like a non issue for anyone with a 6th graders capacity for interacting with other humans. These are IT folks, with the added layer of gamers to boot — though. Anticipating motivations and responding to others input isn’t exactly a strong suit.
Edit: oh, beyond that — I have very little sympathy for a developer of a content drip. You’re out for the money, don’t whine when people inevitably get sick of waiting for a little more of something they’ve already gotten maximum enjoyment out of.
Try telling your users (who are gamers) that the feature they want is being pushed back. See how well they’ll react.
My Helldivers gripe is that the war bonds cost too much for the casual player. 1000 super credits takes a while to gather, and even grind. Paying actual money for them is about $25aud per war bond. I think there’s eight war bonds now? That’s a full day’s income, and you still need to collect medals to unlock the contents of the warbond.
Edit: You all don’t need to explain this to me, I’m aware of the options for getting super credits. None of that changes how I feel about the game and that I’m losing interest because of it.
Ignoring the part about the super credits and fomo stuff, the money confuses me. Is regional pricing so different that you’re paying an additional $10 AUD compared to US and EU pricing? Additionally, $25 AUD as a full day’s income? Even a low hour, part time job earns way more than that. I feel like your situation might not be financially compatible with buying things like that, I’d cheat or pirate if it’s that important to you. $10 USD is not much for DLC, and while I strongly dislike purchasable gameplay mechanics in games, it’s supporting the continued development and it isn’t egregious. $10 is a burger, or a coffee, and I’m saying this as someone well below the poverty line.
1000 super credits are easily farmed just by doing missions. Do low level missions, race to the poi’s with the car, rinse repeat.
Fun? No. But you said farming so this is it. ¯\_(ツ)_/¯
By just playing the game for little over a week, so no farming, just playing, i’ve gathered 700 sc.
The medals are easily gathered doing level 5 and up missions and completing your personal orders. And taking part in the majors of course.
All that stuff is great if you’ve the time. I’ve got maybe 1-2 hours a week for the game.
But then, warbonds aren’t necessary to play the game…
If you play 1-2 hours a week you probably haven’t even unlocked the free stuff yet, or got meaningful upgrades. The new guns are not that great. I use the same shotgun from day 1. Same OG kit. The game plays fine without the BPs. The game gives you free access to BP. The core game itself is very fun to play and the rewards come pretty naturally.How is this an issue?
If you don’t have the time to read a book,watch a movie or play a game you should not start it.
I’m over 50, like you only have a few hours, i have a tremendous backlog of games i just have to play and a family to provide for. (mechwarrior clans is the first one which comes to mind but i have dozens)
But i came back for this event. You miss nothing. Every weapon you can “buy” does not really alter the game or changes anything. The standard liberator is still one of the very best primaries.
Here the thing, if you only play 1-2 hours a week you barely have enough time to get a good load out figured out. Why don’t you just enjoy the game as is, when you have 40 hours in the game you should have unlocked a battle pass. It’s how games are monetized now. Enjoy the content available to you or fork up the cash. Welcome to 2025 we all hate it here.
But you don’t “need” to unlock them all on the day of release, there is no FOMO component, they don’t disappear after a month.
And if you play enough to unlock them faster than they can get them out, you definitely have the time to grind the 1000SC to unlock them.
I’m definitely experiencing FOMO with the warbonds I don’t have. I don’t have the time to play/grind or the inclination to pay for them, so I am missing out. There’s three warbonds that I don’t have and sure I’ll eventually get them maybe but right now I’m missing out. Being able to unlock things is a big part of a game to me. I’m not dedicated enough to HD2 to skip the other games I want to play in order to get the unlocks. The whole process is lowering my interest in the game. I paid for it, I want to use the new toys that get released with it. If I were to buy it today, I’d be so far behind I’d feel short-changed in what I got access to.
It’s by far the least scummy of all online shooters.
I still have multiple to unlock and I have no issue paying for them. I have way more money than time to play.
Have to disagree. The war bonds have been some of the easiest to pay with in game currency compared to games like cod where their cod points feel next to worthless.
If you are netting very few credits per hell dive, you may be playing with those that don’t need them or playing bots, or a newly released content. Farming on level 1 will often get you with like minded folk, especially before a war bonds release. Farming is quick when you realize you don’t have to extract, just abort to ship.
players? you mean marks
I own something from that. I tried running it once and it would barely load. I gave up. Didn’t try again even on a new pc
I bought a pledge early on. Sold it a few years later for double the price. Great investment!
Maybe the suits can fix that in a week by using AI.
/s btw
Hey ChatGPT, code a new island!
Players: it’s not unique enough and that makes it boring. It’s like they rushed this one with some standard stuff.
But like, the commercial said that making games is just sitting on a couch and pressing a sound board to add that one sound effect in level 3, so like I don’t know why they want money for it.
The PC build is trash
I do get it. I’m not a game dev but I am a dev, and it’s always surprising how many “simple” changes require rewriting a bunch of core code, while how many “complex” changes are just a few line edits. Code be weird like that.