Hacker News new | ask | show | jobs
by pixl97 404 days ago
How many of those game developers are actually art and asset developers?

How many times have AAA releases been total crap?

How many times have games been delayed by months or years?

How many times have games left off features like local LAN play, and instead implemented a 'microservice' as a service for online play?

How many times have the console manufactures said "Yea, actually you have the option of running a client server architecture with as many services you want?"

2 comments

> How many times have AAA releases been total crap?

> How many times have games been delayed by months or years?

What are we arguing here? Because I can think of many microservice apps that are crap as well, and have no velocity in development.

> How many times have games left off features like local LAN play, and instead implemented a 'microservice' as a service for online play?

This is entirely irrelevant. We're talking about the trade-offs of separating networked services that could otherwise be one unit. You're saying "why do games have servers then" which is a befuddling question with an obvious answer.

That's like saying my web server is a Microservice because it's not run in my clients browser. It makes no sense.

Talk about an axe to grind. Are you really implying that AAA releases being bad might be due to not having microservices as a method?
No. I'm saying there is no real correlation to the quality of microservices and the quality of monorepos in games and the amount of work required to build each one as a quality software object.

Comparing a game to almost any other piece of software, especially web based software, is how you end up with broken abstractions and bad analogies.

The point is that it's clearly not a major issue to have large teams working on the same monolithic codebase, the problems are just solved differently or are just vastly overstated in the first place.