this post was submitted on 10 Oct 2024
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This was due to something that happened between (roughly, very roughly) 2005 and 2015. Games went from being made by a bunch of nerds who really wanted to make games, to a more corporate setting, to a marketing setting.
Fifteen years ago QA would declare Alpha, Beta, etc, in that the build fit the criteria for each state. Then, marketing would set a date, and on that date, Alpha, Beta, etc would be 'ready.'
This lead to huge problems. There was a time where Alpha meant Feature Complete, and that there were only a few major crashes. Beta meant you had no, or virtually no, reproable crashes, game ending bugs, etc. (Then later) once marketing took over, it didn't matter. Instead of Beta being a checklist, it was just 'March 10th.'
In addition to this, innovative and cool game design ideas are harder to sell visually than 'we doubled the poly's!' So more and more focus was put on visuals to the point where marketing would assign things to the design team, IE. "It has to have ~~battlefield~~ ~~COD~~ ~~tarkov~~ ~~CSGO~~ ~~TF2~~ Popular Game-like mechanics, gameplay, etc."
So now you get games shipped with incredible graphics and garbage stability. I've been on projects where crashes later in the campaign were changed from P1 to P2 because reviewers likely wouldn't make it to the point where those would come up. (This is called 'punting'.) In addition, having arbitrary dates decide major milestones means that builds are constantly broken, all through the process of creating them. You know how people get that 'beta' build of a game and ask why it's so crash happy, why it runs like shit, etc? It's because the game has literally never been stable. It's been assigned Alpha and Beta based on a calendar, and time is never allowed to delay to fix issues. Add to that that the owners of game companies will give publishers absolutely asinine claims about how long a game will take. Most franchise games, 'AAA'-wise, are made in 18 months. However, they often also had six months of pre-production before that. Marketing took that out, and focused on a game every 12 months. They used a secondary studio for the 'B-Team' and thus every second game in the series was made by said 'B-Team'. B-Teams were given even less time, and often no pre-production, so the entire game would effectively be made in 12 months.
Then they lay off 50-70% of the staff, and start all over.
So if I may end this way, do not go into games. If you like them make them in your free time. You will be treated like an animal and be unemployed about 1/4 of the time if you choose the industry. Of all the people who I worked with in my first company, maybe six are still in games.
Stay away.
Maybe the most fucking disgusting part of all of this is that it doesn't even lead to more money. The shitty western companies are all fucking floundering right now because they have no institutional knowledge, there's no way to become a veteran game dev at a company that churns through their workforce every 12 months, and suddenly you have out of touch execs at Ubisoft and EA wondering why people don't play their games. All the innovation that comes from pouring your soul into a project for the long-term comes from indie developers now, and it's left AAA games feeling as soulless to play as they are to make.
Meanwhile in the east you have companies like FromSoftware and Capcom who are just laughing all the way to the bank, because their competition is all run by idiots.
Counterpoint, you also gave Nintendo in the East pouring kerosene over their accumulated goodwill and lighting it on fire.
Nintendo hates their fans, not their developers. They're actually one of the better game companies to work for.