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by denkmoon 1368 days ago
Ironically however modern day Activision has the exact same attitude of Atari that caused their founding.
5 comments

Video game studios taking advantage of young, naive people who will burn themselves out working unpaid overtime for the privilege of working for a game studio? I'm absolutely shocked, shocked I tell you!

Some of them probably get 50 applicants for every position they advertise. It's a meat grinder.

Video game developers (and working class in general) desperately needs to unionize, young folks are too naive to realize they're working towards chronic health conditions.
My sister is a vet. She works in a normal vet practice in our city dealing with mainly cats and dogs. Once I asked her why she doesn't work as a vet in the zoo, an extremely prestigious and wealthy institution with zoological research, wide variety of animals, etc. She just said that all young vets want to be a vet in the zoo. So they have much worse pay and conditions than other vet jobs.

Video game developers don't have terrible conditions and relatively low pay because of some anomalous lack of bargaining power which can be fixed by unionization. They have lots of bargaining power, most of which they use to choose the industry they work in. There are lots of young men who want to work in games, and far fewer who want to work in financial software. So pay and conditions are far worse in games, to the point where supply meets demand in each type of development work.

In a sense, some do - by quitting and/or going indie. There's some good studios out there; Team Cherry (hollow knight) famously doesn't do crunch. They also don't (need to) make any announcements about games until they're ready.
Isn't Team cherry like 10 people though?
I'd argue that's part of what makes it work. You can get ten people into one meeting room (or one zoom call) and still be able to talk to each other clearly.
But they might be right this time.

Many game devs are fungible cogs, implementing a well-defined blueprint. Especially Activision games like Call of Duty. It doesn’t help that there’s just so many devs these days that they can seemingly abuse them for decades and nothing has collapsed.

Devs are definitely no fungible, the difference in the productivity, team moral and new bug introduced by just changing one person in the team can be huge.

Even simple boilerplate is done differently by people. Some will automate them, some will do them manually forever. Some will naturally organize to discuss how to limit or improve them, some will stay with the status quo ad vitam. Some will document how to do things, provide templates to limit mistakes and mentor new comers. Some will just do their job.

And that's not even touching the fact some are simply bad at what they do.

In all the successful projects I've seen, hiring the right people or replacing the one leaving were critical processes, not just swapping.

This idea you foster is probably half the reason 2/3 of IT projects fail.

Big games will have a small core team - engine programmers, creative leads, etc - and a large section of 'grunt work' - modeling, texturing, animation, etc. The kind of thing someone puts on a very long todo list to be picked up. That's likely more work where individual contributions become less important.

It's also an area where there's more and more outsourcing happening these days.

if you'd ever worked on a call of duty you'd realize how foolish a statement this is.
Try not to take it personally, there are both devs who are replaceable and devs who aren’t, and with ~40 Call of Duty titles on almost as many platforms, a million and one people have worked on it, some doing more mechanical port work than others. There’s truth in there; the games industry is tough, and it’s relevant that some studios that (for example) demand lots of overtime haven’t seen any large exodus, or sometimes there is high turnover and the studio still survives, to parent’s point. There’s a higher level layer to this, that from a publisher’s point of view, there are a lot of smaller studios that are easily replaceable, and I’d speculate studios go out of business over contracts lost to other studios far more often than over employee walkouts (which of course fuels the need for overtime to be competitive). This is true for games and for VFX production in the US, enough people want these jobs that high turnover doesn’t seem to slow the business.
It's particularly ironic that you mention CoD as an example of how you can treat gamedevs as replaceable cogs. Here's the history: https://news.ycombinator.com/item?id=32833895
Call of Duty then and now are very different. Back then, it was more like an indie movie. Now, it's Disney size. Their animators are cogs.
Well for what it's worth my friend is still with them, or at least what you could call the main descendant of that team. They don't treat him as a cog. In fact he was their first full time remote employee as I understand it, as he got sick of living in Tulsa. No offense Tulsans, but when you've lived in the PNW for a while it's kinda hard to give up all the trees, mountains, etc. I do miss thunderstorms though.
That is a great story, and should be an inspiration to aspiring gave devs. As you can clearly see in the thread, I did not bring up CoD. Two comments above me were discussing it. I was just pointing out that it’s now a huge franchise. All the franchises, large and small, have cycled through many, many programmers and artists and designers. It does not disrespect your friend to point out that there are multiple studios he didn’t start that are now developing CoD, or to point out that it has been ported to so many platforms that there has been a metric ton of unsexy porting work alongside the original content work. Having worked on both game and movie franchises, I can safely say that there’s less room for individual input. Not none, just less. I’ve witnessed whole studios (both in games and films) push and push to work on an original non-franchise production, because everyone knew it’d be more fun and felt less like being a cog. The fact that your friend made a wildly successful franchise is absolutely great for him, and for his business, but you can’t claim that it’s creatively great for everyone else involved, even if it does support them financially.
you mean like Call of Duty: Modern Warfare Remastered? or Call of Duty: Modern Warfare from 2019 not to be confused with Call of Duty: Modern Warfare from 2007?
Games have seen incredible growth as an industry over the past couple decades. It works because everyone and their grandma wants to play CoD, not because what they're doing is sustainable. Let's see how they fare once the markets saturate
Their games are fungible too.
Pretty much, yeah. Annual sports games become obsolete when the next one comes out.
Clearly the situation is very different. Activision is much much bigger than Atari was. 4 of the top developers leaving wouldn't cause the company to implode.
The more I learn about game dev the less I think this is true. The number of programmers that can work on bleeding edge game engine tech is incredibly low and the learning curve has only gotten more severe over time.

I mean, I'm sure they wouldn't implode, but I bet they pay their core engine devs a more than decent wage.

The majority of devs don't work on bleeding edge game engine tech, though.
Of course, but presumably the top coders at a game shop are involved in whatever inhouse tech they're building.
A top developer leaving also functions as a signal to others in the company.

I once left a company quickly after a senior leader had left. That proved to be a good move since the company was going under and sold a few months after.

percentages duh
No way they don't pay bank the bulk of their irreplaceable programers.
It’s justified though. Games are basically a solved problem these days, and the developers of today are most of the time just building on abstractions and best practices that didn’t exist during Atari’s time.

Once a particular domain of software becomes sufficiently mature, there is no real opportunity for heroic programmers to emerge who become too valuable to replace. Eventually more people emerge who are just as good.

>Games are basically a solved problem these days

I... have you played games at all recently? Have you seen the recent major releases? BF2042, Cyberpunk, etc. Even the highest quality game studios (not the aforementioned) have trouble making good high quality releases, especially with consistency.

Games are certainly not a solved problem.

people in the tech industry like to overestimate their own skills.

we see the same attitude in software industry - somethin' that has existed since the 60s that software is solved problem. yet everyone has difficulties in shippin' software that actually works whether that's titans like Apple / Microsoft to small mom and pop shops.

Games the difficulty is two-fold. 1: games are an art - and making art to good taste is a complex problem. 2. games are software - thereby suffering from problems encountered by the regular software industry etc lack of labour / resourcing etc

re: Cyberpunk, they tried to solve it again - over-estimating their own abilities to build a game engine (like they did with the Witcher games before) and ending up getting the basics wrong (e.g. resource loading on lower-end systems like the PS4).
Performance is by far not the only problem with Cyberpunk, although the most visible one.
Games SHOULD be a solved problem. There is no good reason for us to have to reinvent the wheel over and over. There are compsci white papers that neatly solve all of the big problems games run into.

But games are not a solved problem. There are multiple overlapping reasons why.

One is that gamedevs often just don't do the research. Why would they? The deadlines loom, the milestones have to be delivered, nobody cares if it's a hacky mess right now, surely management will give us time to fix it once they realize that it's broken--but if we don't deliver anything, the publisher cuts our funding.

This overlaps with scheduling and management issues. It turns out that writing good software takes up time[1], and the problem with games in particular is that they don't make money until they're released.

You don't write games like you write business software, where the other company paying for your milestones is the company that's going to use the software; that company usually has a revenue stream even without your software, so they don't have to care as much. For a game, though, there IS no revenue stream until the game launches. Every year that a game is in development without a release is a loss, and that pisses the board of directors right the fuck off, so that means the game needs to be out ASAP.

Because of this, games are often not given enough room in the development schedule to be made correctly. There's no time for research, testing, planning, or any of the other important parts of software engineering--we have to write this code NOW, or it doesn't ship. And if you read that source I linked in the footnote, you'll know that this produces rotten software.

This is compounded by the kind of one-upsmanship that is created by such an environment--leading to a phrase I've heard from friends in other companies: "Very optimistic people who are no longer with the company made this decision". You get into a situation where people made promises to impress the publisher, claiming that they can turn out a game in an impossible timeframe, and that got them fired--but now you're stuck cleaning up the mess, and the publisher has already wasted a lot of money on the years spent thinking it wasn't a mess.

Mix in the siloing of information (because all of this shit is proprietary) and, despite all of the problems being solved on paper, nobody's solved video games.

[1]: https://jacobian.org/2022/sep/9/quality-is-systemic/

There's plenty of unsolved problems in gaming and that's usually where indies make their money. Games like Dwarf Fortress, Minecraft, Stardew Valley, Rimworld.
I'm genuinely curious, what money did Dwarf Fortress make? The game is very cool, but I think it's a bit unapproachable to the majority for it to make any amount of serious money like Minecraft, Stardew Valley and RinWorld did.

I could be out of loop, but the last time I played Dwarf Fortress, it still used terminal graphics and white I believe in gameplay > graphics, my brother and the majority don't and probably won't even touch the game. (Not to mention the _menues_)

Okay, maybe DF is a bad example. It seems to be roughly $15k/month on donations for two people now. It is coming on Steam with a major graphics and UX overhaul, so I guess we'll see eventually.
I very much doubt that. There's a reason why innovation in games often happen, entertainment is not an easy problem to solve, with no set quantity to achieve
I agree as well that technology wise it still isn't solved, but I think it is the creative side that will be the most unknown part of the project these days.

That is why we have so many bland but technically impressive games. Studios want safe bets, an FPS game is easy, making it interesting to play is still very hard.

Writing software is creative.
Agreed, but a lot of industry work doesn't give you much leeway to be creative. You can say the same for a level designer who just has to implement pre-specified designs they had no hand in.
While "solved" is a bit optimistic, it is also true that e.g. sports games get sales every year with mainly updates to the player roster.
Or many locked in formulas. Think CoD, BF somewhat, Assassin's Creed. Whatever Ubisoft does.
Decent amount of BF games flopped. Assassin's Creed had three "reboots" of the formula. Ubisoft recently realized they have to shake things up, since flops are more and more common.
it depends on what the poster meant by "games" - do they mean engine and graphics? Or do they mean game design/mechanics?

Game engines and graphics is "solved" if you stick to popular concepts (which are those that are easily available in commercial engines).

Game design/mechanics is an unsolved problem imho - unless you consider it solved when merely taking an existing game design (like an FPS) and add nothing new to it (aka, those yearly COD military shooters).

Consider a game like https://store.steampowered.com/app/1141580/Taiji/ (inspired by the witness). This game is quite unique, and cannot really be recycled in to another game (without it being just a clone).

Not to mention that entertainment isn't a constant. Meaning people will get bored of X after some time, no matter how good the X is.

As they say: All good things must come to an end.

And: You either die a hero or live long enough to become a villain.

'Solved'? - Take a look at some of the Lumen/Nanite tech in Unreal Engine 5. And that's just a small chunk of what's happening on the rendering side of things. Game tech continues to evolve at a fair pace.