The only constant in game development is if someone talks about game development other game developers will say that's wrong and then a third party will say well actually THIS is wrong and the reality that no one knows how to make a game continues to be hidden.
I've been at that table and overheard this very conversation. No one (especially in AAA) wants to admit they don't know how to make a game, so a lot of ego spins up in a hurry until the loudest voice in the room wins. And they will push blame onto others if their idea ever goes bust.
> the reality that no one knows how to make a game continues to be hidden Shh. You're not supposed to say it out loud.
nah this is wrong. one of us knows how to do it and i’m going to figure out who it is
I know a fair bit about making video games. I work with others who do too. It is a deeply imperfect science.
Once I was talking to a group of devs about our practice of trying to use “follow the fun” approach and letting the game design itself, in a way. The response was that “this is a common way when you don’t have a designer who KNOWS answers to design problems”. Was both hilarious and painful.
Totally agree. Every project is wildly different. Even with a direct sequel. You're all just fumbling through the dark trying to make it work.
"The One True Way To Make Games, All Deviants Must Be Punished"
Game designers are like authors. They don't know how to make games/write books, they only know how to make/write their current project, and even then only late into the project. Tis the nature of art.
There are just too many possible ways of doing things and all of them have some trade-off or another. Ultimately, devs who want to be successful need to pick a vague path and figure out the rest as they go along, as they'd otherwise get stuck in analysis paralysis forever.
Well actually ...Well actually ...