EnglishMobster

joined 2 years ago
[–] [email protected] 10 points 2 years ago (6 children)

[2/3]

Other studios are more, eh. Devs stick together and are honest with one another about the state of different studios. I was in the pipeline to get hired at one studio when multiple people explicitly told me that it wasn't a place that treats their workers well, so I backed out.

I got hired somewhere at the recommendation of a former mentor, who has been in the industry for 30 years and whose judgement I trusted. I don't want to speak as to where I work now, but I can say that he was right and that the place I'm at has been an ocean of calm amidst the chaos that's the rest of the industry right now.

You hear horror stories from co-workers in the office. A friend of mine was ex-Blizzard and told me all about what was happening there well before it became a national news story. There are places which will work you to the bone and crunch you until you can't stand it anymore.

Some people love that stuff. I don't. But you get paid extremely well if you work for a place that works you hard. I could've made triple my salary at one of the places I was in the pipeline for, plus sponsorship for moving to the EU. I just would have to basically dedicate my entire life to that company, and I don't think I had it in me... but I can see why people would.

[–] [email protected] 18 points 2 years ago (7 children)

[1/3]

I've been a gamedev at a couple AAA studios for almost 5 years now. I can say it's a bit of a mixed bag, and very much depends on the studio.

The studios I've worked at have treated me well. I started out working at EA, which - for all its faults when it comes to gamers - does treat their staff very nicely.

We had free snacks in the office, flexible schedules, a generous remote work policy pre-pandemic (one of the best engineers on our team was permanently in Chicago, another was permanently in Oregon), and leadership that would listen to our complaints and respond honestly. We had weekly board game lunches and D&D sessions on the clock, and a comfy place to play all the latest games whenever we wanted.

Deadlines were reasonable, and the choice was always to cut before crunching. Crunch was on the table, but only as a last resort - I only crunched once in the 3 years I worked on that game, and it was for a single weekend when we had live players running into issues. My pay was on par with a traditional tech job. I went from $15/hour at my college job to $25/hour as an intern to $100k/year as a junior. Within 3 years I was making $140k/year, plus stock options and a 30% yearly bonus.

My one complaint is that EA unceremoniously pulled the plug on us. We had started a beta period and player response was... middling. We thought we could rescue the project, but we needed another 6 months to make it happen to avoid crunching. Leadership pitched the idea... corpo execs said "You aren't getting that additional time; we're killing the project." We got shut down and all 150 devs were sent to the unemployment line.

EA's severance package was very generous, though, and even when they were firing us they went above and beyond what they legally were "supposed" to do. I wound up with my yearly bonus, half a years' worth of salary, plus 2 months of being "technically employed" but being paid to look for another job - so plenty of runway (plus unused sick time + vacation on top of that).

While it always sucks being laid off, and it sucks that the project we spent years on got the axe overnight... they really could've been far worse. Some of my former coworkers decided to do their own thing and it seems to have worked out for them, as they were able to get publisher funding well within the "runway" EA gave us.

[–] [email protected] 46 points 2 years ago* (last edited 2 years ago) (1 children)

This is a third bottleneck, earlier than the 2 we already knew about.

Specifically, this affects the entire human population.

The other 2 bottlenecks were specifically the humans which moved out of Africa - with one being as humans crossed into the Middle East and a second as humans crossed the Bering Strait.

This third one was earlier, and covers all humans, even the ones which never left Africa. These are separate from the more localized "founder events" that we see all over the world.

[–] [email protected] 8 points 2 years ago (4 children)

That's all game development.

Baldur's Gate took 6 years to make. Starfield has been in development since 2015 - that's 8 years. As gamers demand more, games have grown in scope. The ones that stayed behind have gotten punished.

If a AAA game doesn't have at least 8 hours of story and realistic graphics in the modern era, it gets panned by reviewers. People's expectations have been raised - and are continuing to be raised - and in turn, that inflates how long it takes to make a game. People will say "Why should I spend $60 on this game when I can spend $60 on this game that gives me more stuff?" (See: Immortals of Aveum, which itself has been in development for 4-5 years.)

The games that don't take that long are the stale yearly franchises - the FIFAs and CODs of the world. Even COD alternates between studios, with each installment taking 1-3 years. Some franchises (like Pokemon) have multiple teams within a studio that operate independently of one another; Arceus was made by the Let's Go team, while Scarlet/Violet was made by the Sword/Shield team.

If studios stop betting on long-term projects, you're going to wind up with stale yearly iterations - or half-baked games rushed out the door to meet a deadline. If it's true that you say AAA (and even AA!) dev isn't sustainable, then that's effectively calling for stale franchises pushing out cheap content for quick cash grabs (see also: Hollywood movies over the last decade).


It's also not just games this is happening to. Disney recently canned a 20,000 Leagues Under the Sea show that was ready to go. There's the Scooby-Doo stuff that Max recently pulled before release as well. That stuff isn't my industry; I don't know how long it takes to make those things... but I know it costs about as much to make as a AAA game does.

There's probably a reckoning to be had for both industries, but I don't think the correction should be that drastic - and I think it will be bad for people who consume that content.

[–] [email protected] 17 points 2 years ago (6 children)

Yep, it's been a trend all year. My studio got canned back at the end of January. Publisher called us into a studio-wide meeting scheduled during lunch with 1 hour of notice, only to say "The game you spent 6 years on is canceled and all 150 of you are fired. The media will know in 30 minutes, don't say anything until then if you want to keep a severance package." (I have since landed on my feet elsewhere.)

These studios are owned by big publishers and generally work for years at a loss. With the costs to borrow increasing, we're seeing cuts on long-term investments that might not make their money back (like movies and games).

Volition was owned by Embracer, which is now struggling with funding. So anything that isn't a sure bet is effectively canned - and in turn you see these studios shut down left and right, plus big layoffs from studios that are still open.

[–] [email protected] 25 points 2 years ago (2 children)

This is the core issue with all procgen games, IMO.

You are promised "infinite exploration", but in truth there are countable variants of the procgen algorithm. Once you see all those variants, you've effectively seen everything. Sure, you'll see small variations, or new ways to combine the existing variants... but when you see all the "tricks" the veil falls.

[–] [email protected] 4 points 2 years ago (1 children)

I mean, spells like Wish are going to be basically impossible outside of going the AI route (which is an entire can of worms).

Wish can duplicate any other spell, or it can have your own effect (with a chance of it being monkey-pawed plus you never being able to cast Wish ever again).

Also bear in mind that it's not "just" rules for moving numbers. You have to have particles, animations, etc. You can't just have conversations, you have to also have SFX from impacts, camera shake, UI elements, etc. When you start to get into the world of "anything is possible" you kind of have to go back to basics, text-based adventures.

With AI stuff, maybe some of that can be done - but AI is just so incredibly slow in its current form. It won't stay that way forever, mind - I think the best comparison is graphics in the 1990s. Graphics were incredibly basic because anything complex would take ages to render and couldn't be used in games. Over the next decade, things were built to specifically speed up that process, and now modern GPUs can easily keep up with the highest-quality CGI without much fuss (there's a reason why Disney has the Volume, which is essentially just running CGI in the Unreal Engine alongside the actors in real-time).

But until that, we're going to be pretty limited. It's going to be impossible for any kind of free-form rules to be implemented, unless options were restricted to such a point that it's basically a completely different spell.

[–] [email protected] 2 points 2 years ago

In the US, expansion packs were the general term used.

For example, RCT2 had the Wacky Worlds and Time Twister expansion packs. Empire at War had the Forces of Corruption expansion. While some were called add-ons, those were typically like tiny things, one-off characters or whatever.

[–] [email protected] 36 points 2 years ago* (last edited 2 years ago) (1 children)

Murrieta

That's the problem right there.

Murrieta is very much part of an island of conservativism in the rest of California. It's very much a green grass, "whites only" kind of place. Oodles of Mormons. Not exactly friendly to LGBTQ folk.

I lived there. I went to high school there. It was where I voted for the first time.

I remember in high school thinking a girl was cute and she invited me over on a Sunday morning. She picked me up for what I thought was going to be a day of just hanging out at her place - but instead, she dragged me to her Mormon church. The preacher spoke out about how proud they were that they were able to pass Prop 8 (which banned gay marriage in California), how hard they fought for it, and how evil LGBTQ folk were. I was disgusted, but at the time I couldn't drive (and thus couldn't leave). When I finally escaped, I made a point to never talk to that girl again.

That is absolutely par for the course in Murrieta (and Temecula). They live in a total bubble and refuse to acknowledge that they're part of California proper. A friendly reminder that the Temecula Valley School District (which represents both Murrieta and Temecula) is being sued by the State of California because they decided to promote racism and anti-LGBTQ sentiment within schools, in violation of state law.

Public Counsel, the nonprofit group that filed the lawsuit on behalf of Temecula students, parents and teachers, claims the policy has been used by school board members to stop teaching "any concepts that conflict with their ideological viewpoints, including the history of the LGBTQ rights movement and the existence of racism in today's society."

Murrieta-Temecula is full of bigots, all hiding under their mask. But when you live there, you see the mask slip... especially if you're a cis white male "good ol' boy" like how I present.

[–] [email protected] 16 points 2 years ago* (last edited 2 years ago) (5 children)

You do realize that just makes you look, like, actually insane, right?

Like, that in combination with everything else you wrote just makes it seem like mad ramblings and sort of discounts anything you have to say since you're leading an angry rant with "put someone else's poop in your butt".

And then when you say you've been banned from multiple sites and it's all a grand conspiracy from Reddit to be out to get you, people are just going to think "this guy opened the article by suggesting you shove someone else's poop in your butt."

I know there are studies blah blah blah. But you understand how this looks, right?

[–] [email protected] 5 points 2 years ago (1 children)

It's written in PHP, which a lot of devs dislike.

It is drowning in pull requests: 83 open as of right now. https://codeberg.org/Kbin/kbin-core/pulls

Ernest (the lead dev) wasn't really expecting it to blow up yet. Kbin was created in January of this year, and the first "major" instance was launched in May. It blew up basically instantly due to Reddit imploding, and Ernest has been playing catch-up.

But it still has rough edges - no API means no mobile apps. Lots of bugs and such from being a new project. It's improving every week (including an API in code review), but Lemmy is more polished and has an relatively mature API.

You can see a list of instances here: https://fedidb.org/software/kbin

As far as I know, there isn't specifically a privacy-focused instance like what Lemmy has. But I also didn't browse that list of instances too closely.

[–] [email protected] 4 points 2 years ago* (last edited 2 years ago)

Yep, you're 100% right. People who have the same job can be paid dramatically differently, and the "reasoning" is that one guy is better at things than the other.

I got a 9% raise this year because I outperformed everyone else on my team, but I know that my 9% raise came at the expense of someone who only got a 2% raise. A union contract would give everyone like a 4-5% raise, which people dislike because they always think they're going to be the ones on top of the totem pole.

Me? I want predictability. Game dev is extremely unpredictable.

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