How dare you cheer on the alien from "Alien" dying at the end of the movie. She was a mother!
@infosec.pub
How dare you cheer on the alien from "Alien" dying at the end of the movie. She was a mother!
Young millennial/zillennial AAA game dev speaking.
It is 100% a top-down issue. Most devs are talented people. When you're incentivized by quarterly returns as management, over a long enough timeline you begin to care less about game quality and more about stock prices and net revenue in addition to whatever else you need to satisfy your bloated ego, even if you started out as a passionate dev initially. The Indie and AA space is currently thriving because these incentives don't factor in as much for them.
Just like game design, it's an issue with a series of carrots and sticks, not necessarily the people involved (although psychopaths do exist and tend to be overrepresented in c-suites worldwide).
Right wing men aren't fucking, and this entire movement is pure cope for that fact.
Clicks the upload button
"I did it. Nintendo is surely finished. This will definitely work."
I had a dude screaming pretty much the same thing at me yesterday on here (on a different account), despite the fact that I'm senior-level, near the top of my field and that all the objective data as well as anecdotal reports from tons of other people says otherwise. Like, okay buddy, sure. People seem to just like fighting things online to feel better about themselves, even if the thing they're fighting doesn't really exist.
The sane among us tried. We really tried, man. We were up against every gigantic corporation working together coupled with said corporations inducing brain drain over the past 50 years due to cutting funding. This is the inevitable result, despite our best efforts. Not having fun over here, either.
AAA dev here; it's not that. It's that attempting to standardize development in a highly fluid and innovative sector can kill your competitiveness as a studio if you're not careful. That being said, unionization is also desperately needed. Blizzard recently unionized across their while studio, which is probably the best model out there right now; allow companies of a certain scale to unionize so that positive and competitive aspects of company culture/organizational structure can be maintained/improved while ensuring worker's rights against exploitation from the top-down and abused of shareholders/management. Games, and by extension their studios, are intended to be things greater than the sum of their parts, and this is reflected by each company's unique internal culture; every studio operates differently, and this is directly reflected in the games they end up putting out (OG Valve is a great example). How many big studios have you seen shed a sizeable amount of senior devs, after which they no longer seem to be able to make the same quality games as before? Happens all the time, and this is why; the internal culture and proprietary knowledge-base has had a paradigm shift wherein a lot of the studio's previous identity has been lost. That's the magic of gamedev studio culture and the people that create it, and that needs to be protected while also upholding workers' rights simultaneously. The best way to do that is to allow all members of said culture to create their own rules of union governance from within, not necessarily to have standards that maybe disrupt said culture from without. This is obviously a generalization, as you could additionally have a looser external unionization framework protecting and binding/collectively bargaining on behalf of gamedevs as a class of worker; there is more than one way to skin the cat here. Obviously there's a "who watches the watchmen" situation that arises here, so this needs to be done in accordance with reforms in worker advocacy laws holistically, because I don't even need remind anybody of the deluge of "toxic company culture" Kotaku exposés over the years; we certainly need an external and legal framework to push back against that. It's a tough nut to crack, and it's why things seem to be moving so slowly. We're pushing a boulder up a massive hill here while fighting bad actors and neoliberal capitalism at the same time.
I mined and smelted my own silicon. Fuckin' amateur hour out here.
It is genuinely funny how every one of these people over the years has to start their major complaint with "I still love trump, but [insert horrible trump policy]".
Like, they can't tear themselves away from the cult for even a second. It's fascinating.
The amount of bad takes South Park has had over the years is astounding.
AI as a technology at its core is fine, what is at issue here is the unnecessary scaling up of AI. There were great strides being made in making models as small and efficient as possible before OpenAI fucked up the entire market by becoming a for-profit company. They literally can't scale the models much further no matter how much data and compute they throw at them nowadays, and the money faucet still hasn't been turned off to disastrous consequences.
This is the correct answer.
Correct. Once again, Gamers take developers for granted because something LOOKS like it's simple, but it rarely ever is. It's hella frustrating to deal with this every day as a dev, but I guess that's what you sign up for in this line of work.
^ ^ ^ This is true, but I also think it's important to note the role repeated financial and cultural success has on one's mind and ego when elevated repeatedly by both the market and culture. You are not only just financially incentivized not to innovate, but your ego continues telling you "my ideas are always good no matter what others think" after these successes, even when that's not necessarily true and you need to be reined in by others so your good ideas can still shine and the bad ones can be challenged. This is how top-down cultural problems in studio disciplines calcify in addition to financial incentives. It's important as a person(s) running a successful studio to not surround yourself with yes-men, which is not an easy task due to the previously-mentioned perverse financial and egoist incentives.
UI is incredibly complex under the hood. Cryengine is also difficult to work in. There are tons of reasons games with distinct outstanding features don't switch engines, though, and it's usually due to the specific features said engine provides, no matter how difficult it becomes to work with as a legacy system over the years.
The Muppet Movie.
Kermit the Frog.
You say that, but...
post-neighsal drip

This is cool! How did you make this?
thanks for using Leebra!
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