[HN Gopher] The human toll of Fallout 76's launch
       ___________________________________________________________________
        
       The human toll of Fallout 76's launch
        
       Author : danso
       Score  : 107 points
       Date   : 2022-06-08 19:52 UTC (1 days ago)
        
 (HTM) web link (kotaku.com)
 (TXT) w3m dump (kotaku.com)
        
       | wly_cdgr wrote:
       | It's really a testament to how soul crushingly boring working in
       | non-games tech is that people keep eagerly volunteering to be
       | abused exploited and disrespected like this (at not even one of
       | the very best game companies, just a mid-high tier one!) rather
       | than work a Series C startup making 2-3x with good WLB
        
       | nonrandomstring wrote:
       | I guess this relates to another current thread [1].
       | 
       | The games industry is it's own weird universe of madness at quite
       | another level.
       | 
       | I once had business with a large AAA house in Cambridge England,
       | in a big glass corporate headquarters. When I visited I was
       | greeted by an attractive, kind of gothy/emo young lady who had
       | visible self-harm marks. A senior person turned up and there was
       | a really weird dynamic. She was obviously not supposed to have
       | met me. The guy gave her a look, and her reaction was something
       | that stank of domestic violence situations. There was something
       | abusive and creepy going on that really threw me off balance.
       | This was at least 5 or 10 years before the gamergate and metoo
       | stuff.
       | 
       | [1] https://news.ycombinator.com/item?id=31664203
        
         | 908B64B197 wrote:
         | > When I visited I was greeted by an attractive, kind of
         | gothy/emo young lady who had visible self-harm marks.
         | 
         | > The guy gave her a look, and her reaction was something that
         | stank of domestic violence situations. There was something
         | abusive and creepy going on that really threw me off balance.
         | 
         | That's probably someone who based her whole self-worth around
         | impressing people making the games she loved.
        
       | mysterydip wrote:
       | "Press Reset" by Jason Schreier has many examples of this cycle:
       | crunch, layoff, repeat at next company (or go indie, or exit the
       | industry). In many cases, the people responsible for the
       | decisions are insulated from the fallout (no pun intended).
        
       | aftergibson wrote:
       | I went to several Universities to interview undergraduates for a
       | paid summer internship for our small SAAS startup (I was barely
       | out of college myself). A huge percentage of technical students
       | were hoping for internships at video game companies, many hoping
       | to start with testing. So no wonder video games companies feel
       | grinding through QA engineers it's a viable strategy.
       | 
       | All we can really do is warn the younger generation to steer
       | clear of the video games industry even if video games are a
       | passion. You'd think with such a terrible reputation they'd be
       | struggling for hires, but there's always fresh blood to grind
       | into the ground.
        
         | RicoElectrico wrote:
         | If we assume that indeed games are art, it really checks out:
         | artists being paid on the free market is an anomaly of the
         | recent times, the norm before was patronages and commissions
         | paid in advance.
        
       | pipeline_peak wrote:
       | I've heard so many horror stories in the game industry about
       | being underpaid and sleeping under desks.
       | 
       | I don't understand how anyone would want to be such a piece of a
       | cog of a wheel just because they love games. You aren't Shigeru
       | Miyamoto, you don't get to make creative decisions. You'd make
       | twice as much coding boring business logic, it's not "cool", but
       | you get to sleep at home.
       | 
       | Is it just me or does being given pizza as an adult feel
       | insulting. I get it, I'm a gamer so I obviously don't care about
       | healthy choices.
        
         | ajb wrote:
         | I visited a place one where the schtick was to get new
         | employees to make a paint print of their hand on the wall like
         | a primary school kids. I thought, this place infantilises its
         | employees, I will never work here.
         | 
         | This comes about because companies see 'culture' as a means of
         | manipulating their employees. It works because long-childhood
         | tokens are a status symbol - poor people need to grow up
         | quickly and demonstrate that they are compliant by wearing
         | suits or other uniforms, middle class show that they can afford
         | long education by retaining the signifiers of childhood. But
         | no-one does this consciously, so people are susceptable to
         | being 'rewarded' by these cheap signifiers instead of real
         | value
        
           | cudgy wrote:
           | The hand print wall sounds like a hokey HR idea. Seems a bit
           | harsh to judge an entire company on it.
        
             | klyrs wrote:
             | It's a lot more fun than getting fingerprinted, and you get
             | the whole palm, too!
        
             | Geonode wrote:
             | It shows you that HR has clout in the company which is bad.
             | Where HR is necessary they should be silent paper movers.
        
             | mavhc wrote:
             | Everyone else in the company went along with it
        
           | 908B64B197 wrote:
           | > I visited a place one where the schtick was to get new
           | employees to make a paint print of their hand on the wall
           | like a primary school kids.
           | 
           | Someone's therapist is getting a new boat soon.
        
           | robonerd wrote:
           | > _I visited a place one where the schtick was to get new
           | employees to make a paint print of their hand on the wall
           | like a primary school kids_
           | 
           | This sort of thing seems to happen quite a bit. Somebody in
           | HR goes baby crazy and starts treating people in the office
           | as their surrogate children. You can't say shit about it,
           | because _it 's HR_.
        
         | spread_love wrote:
         | > does being given pizza as an adult feel insulting
         | 
         | Yes! Give me better healthcare! I don't care about snacks and
         | coffee. If I was healthy I could afford these things myself.
         | 
         | Even worse, using it as bait to return to office. "We're having
         | a pizza party in the office today!" (Now a Waffle Party I might
         | come in for)
        
           | ryathal wrote:
           | Pizza parties and healthcare are different ends of the
           | spectrum. Bad healthcare is simply declining an offer, it's
           | part of the compensation package being presented. A pizza
           | party is fine for showing appreciation (better than cheap
           | swag), I would run from a company that adds this in their
           | compensation package though.
        
           | Spivak wrote:
           | I feel like these are crazy different magnitudes though.
           | Buying a team of 10 the most expensive pizza in town is like
           | $150. Giving that same team noticeably better healthcare
           | costs...
           | 
           | * $3000/mo to cover employee paid premiums.
           | 
           | * $5k-$30k/yr to fund everyone up to their individual
           | deductible.
           | 
           | * $5k-$100k/yr to fund everyone up to their individual oopm
           | 
           | * $36k/yr to fully find everyone's HSA.
           | 
           | I think there's a lot of cheap low hanging fruit that makes
           | people happy like pizza, beer, snack, and soda and it's not
           | like the choice is one or the other.
        
         | lapetitejort wrote:
         | > Is it just me or does being given pizza as an adult feel
         | insulting. I get it, I'm a gamer so I obviously don't care
         | about healthy choices.
         | 
         | This is how I know I'm old. Instead of giving me the cheapest
         | viable dinner possible, why not spring for something more
         | tasty, healthy, and costly? Pizza is the free meal equivalent
         | of minimum wage. If possible, they'd offer free off-brand
         | animal crackers to everyone crunching.
        
           | 908B64B197 wrote:
           | Also... isn't there just food at the cafeteria?
           | 
           | If there's no food at the office I'd start worrying about the
           | company not being able to secure funding.
        
           | tobias__ wrote:
           | Facebook managers have used sushi to motivate employees to
           | complete the internal employee sentiment survey routinely
           | every half for the last n years (something between the
           | novelty and properties you describe) makes it attractive to
           | folks
           | 
           | Kind of shows the difference in worlds between plain old tech
           | (sushi as motivation for a half hour survey) vs gaming (food
           | as incentive/etc. for ridiculous hours)
        
             | mavhc wrote:
             | Just give me money so I can spend it how I want to, free
             | perks at work aren't actually free
        
               | SilasX wrote:
               | Naively, yes. But if they gave you the $X to spend
               | however you want, you'd have to pay income taxes out of
               | it and then sales taxes to buy for yourself. When the
               | workplace does it, they don't -- and it's an expense for
               | them! Plus, they get the bulk price.
        
               | mavhc wrote:
               | In which case let the employees decide what to spend
               | things on
        
               | SilasX wrote:
               | If they did it that way, it would be taxable income.
        
               | [deleted]
        
               | causi wrote:
               | There's something to be said for a guilt-free indulgence.
        
           | tablespoon wrote:
           | > This is how I know I'm old. Instead of giving me the
           | cheapest viable dinner possible, why not spring for something
           | more tasty, healthy, and costly? Pizza is the free meal
           | equivalent of minimum wage.
           | 
           | That's not all of it, though. It's also one of those meals
           | that are logistically east, because most people are OK with
           | pizza. "[S]omething more tasty, healthy, and costly" is also
           | the kind of thing that will likely require separate
           | individualized orders for each person.
        
         | Tiktaalik wrote:
         | First off sleeping under desks is a project management failure
         | and not representative of the games industry. Heaps of people
         | making games that haven't worked a day of overtime for years
         | and years.
         | 
         | But as you say, boring business logic is boring, so no surprise
         | that people would be interested in games for that reason alone,
         | but more than that, game programming isn't the same sort of
         | work as other programming. Are there jobs for graphics
         | programmers working on some business spreadsheet software
         | company? If you want to do graphics programming you need to
         | work in an industry that needs graphics programmers.
         | 
         | Doesn't really matter that you're not the Miyamoto. There's
         | lots of programmers in leadership roles solving hard and
         | interesting problems that don't exist in other sorts of
         | business software.
        
           | [deleted]
        
         | TrackerFF wrote:
         | ...and the animation industry
         | 
         | ...and the movie industry
         | 
         | ...and the music industry
         | 
         | ...and the, well - we could go on like this forever. If it's
         | creative work, people will endure all kinds of sh!t in order to
         | work on the stuff they love.
        
           | yieldcrv wrote:
           | stuff they ^ _think_ they love.
           | 
           | most people don't have an objective view of the whole market
           | of things they can exchange for, its a compromise of what we
           | are exposed to and what makes enough money
           | 
           | then there is a slight gradient containing people that don't
           | care for a variety of reasons, such as some passive income or
           | other financial security
        
             | TrackerFF wrote:
             | Unfortunately, many of the schools that offer people
             | creative degrees are also more than happy to charge them
             | exorbitant sums of money for tuition - more so for the
             | graduate degrees. I have a feeling that there are plenty of
             | creative artists in the movie / gaming / etc. industry that
             | are sitting on $100k-$200k in student debt, making
             | $50k/year in some high cost-of-living area while being
             | worked to the bone.
             | 
             | Hard to know what you really like or hate, before working
             | with it full time.
        
           | caoilte wrote:
           | the movie industry has some good unions. It ain't perfect but
           | it's something.
        
           | kodah wrote:
           | I'd be willing to say the wider tech industry isn't much
           | better, it's just one degree less shady and disgusting.
        
             | the_lonely_road wrote:
             | And about 300,000 degrees more lucrative.
        
               | kodah wrote:
               | Fair
        
         | robonerd wrote:
         | One problem with companies buying pizza is they always buy it
         | from whatever pizza shop has the best reputation for reliably
         | filling large catering orders, which is never the pizza shop
         | that makes the best pizza.
         | 
         | I like pizza, but I only want pizza some of the time. And when
         | I want it, I want to buy it myself and get what I want, not get
         | something mediocre.
        
         | pornel wrote:
         | I went through the game dev -> business dev career path.
         | 
         | The reason was simple: I did not believe there can be anything
         | interesting or challenging in non-game dev. To my eyes it
         | looked like a choice between making things fly and explode
         | (which was cool and relevant to my peers) and being some
         | "database accountant" writing boring stuff I did not care
         | about.
         | 
         | I was a broke student in my first real job. I didn't even
         | consider being underpaid, because I was making more money than
         | I've ever seen. I took a while before I've learned that my
         | manager was paid literally 3x more than I was.
         | 
         | From the inside, crunch felt like being a hero and shipping on
         | time. I enjoyed coding and was in good health, so it didn't
         | seem problematic to me.
         | 
         | I did not realize how fucked-up game dev business was until I
         | had 3 studios in a row die before releasing their second game.
        
           | entropie wrote:
           | > The reason was simple: I did not believe there can be
           | anything interesting or challenging in non-game dev.
           | 
           | Every now and then someone creates new piece of software that
           | just changes things. Twitter as example (I remember saying to
           | myself as I signed up for the bet, "well, that's gonna be not
           | useful at all - who the f needs SMS on the internets?).
           | Another example, in a more software related bubble one could
           | say rails (ruby on rails) was very influential for web
           | development overall.
           | 
           | I find thinking out of the box very challenging.
        
             | Geonode wrote:
             | The jury is still very much out on Twitter's usefulness.
             | Primary engagement is from those who want to be seen and
             | heard. Not sure anyone's listening.
        
               | stonemetal12 wrote:
               | The reporters are. I haven't visited twitter in a couple
               | of years, but I see plenty of news articles that start
               | Musk, Trump, or somebody tweeted something. It seems to
               | be a pretty good press release pipeline.
        
               | viraptor wrote:
               | Also on the other less cynical version of that, reporters
               | are there - always. If there's something happening on the
               | ground, you can get an unfiltered / unedited feed of
               | what's happening around the world. For example I've got a
               | list of 20 or so reporters from different countries on
               | the ground in Ukraine, covering the situation every day.
               | I find it much better than reading the published
               | summaries.
        
               | acomjean wrote:
               | It can be useful when all your infrastructure is down, to
               | get the word out. It's a decent second channel. But I'll
               | agree I think most tweets seem like shouting at a cloud.
        
         | mbrodersen wrote:
         | This is why I left the games industry. I love working on games
         | but it doesn't outweigh the cost.
        
         | jayd16 wrote:
         | >you don't get to make creative decisions.
         | 
         | You do. I think it's a major appeal of making games. Miyamoto
         | is not designing every level, art asset, every shader and every
         | post effect.
        
         | tablespoon wrote:
         | > I don't understand how anyone would want to be such a piece
         | of a cog of a wheel just because they love games. You aren't
         | Shigeru Miyamoto, you don't get to make creative decisions.
         | You'd make twice as much coding boring business logic, it's not
         | "cool", but you get to sleep at home.
         | 
         | Because they're passionate, and passion can and is exploited
         | because it's irrational.
        
         | newsclues wrote:
         | It's not culture but community that young workers seek. They
         | want fun friends, not boring old coworkers with kids.
        
         | Termitiono wrote:
         | I went to a private game academy in Berlin and stoped after a
         | year.
         | 
         | I got more insight into game dev and I think that I'm good but
         | you only need a handful of things which are really interesting.
         | 
         | Like the game engine or the ai part or whatever.
         | 
         | Those people are just better than I am due to just being
         | smarter etc.
         | 
         | So do I want to be a normal paid tool developer or dialog
         | system biluilder or do I want a proper carrier and earn money?
         | 
         | I earn a good amount of money and I do not work in game dev.
         | 
         | I don't regret it and can imagine doing full time private game
         | development when I'm 50 and stoped working.
        
         | lukewrites wrote:
         | > You'd make twice as much coding boring business logic, it's
         | not "cool", but you get to sleep at home.
         | 
         | And, possibly just as importantly, you'll have time for gaming!
        
           | lethologica wrote:
           | Unless the coding of boring business logic crushes your soul
           | so much that you burn out and end up losing interest in being
           | creative altogether.
        
             | robonerd wrote:
             | I think you have this precisely backwards. Soulless crunch
             | work in the video game industry as a code monkey given no
             | creative control over the game is more likely to kill your
             | interest in playing video games. If regular boring non-
             | videogame office work killed people's interest in games,
             | there would hardly be a market for videogames at all; who
             | would buy them?
        
             | justinhj wrote:
             | I let this sentiment keep me in the games industry for 20
             | years. Since I left I've had no trouble finding challenging
             | and fun work, for better pay and no overtime. Wish I had
             | left sooner
        
             | Asooka wrote:
             | What is quest design if not heaps of business logic with a
             | different name.
        
             | thesuitonym wrote:
             | Your soul can be crushed in any industry, though, and every
             | type of job can burn you out and make you lose your
             | creativity. It's up to each of us to watch out for
             | ourselves.
        
           | DawsonBruce wrote:
           | > And, possibly just as importantly, you'll have time for
           | gaming!
           | 
           | Facts. One of the main motivators for me to NEVER become a
           | game devs is simply my love for gaming. Anything I've ever
           | worked on professionally has become so demystified that the
           | things I once loved become unappealing.
        
             | hinkley wrote:
             | "Find the thing you love and do that for a living, and
             | you'll never work a day in your life," is such bullshit.
             | Has anyone over 35 - with half a brain - ever said that? If
             | so, then shame on them. Maybe find the thing you love
             | second most, and risk resenting that. Maybe.
             | 
             | Importantly, other people are going to exploit your love to
             | take advantage of you, getting you to sacrifice some of
             | yourself for these ideals you hold, and then not share the
             | rewards with you. To you it's your identity. To them it's
             | words that save them money.
        
           | whateveracct wrote:
           | Or even gamedev!
        
             | [deleted]
        
         | googlryas wrote:
         | Anecdotal, but everyone that I can recall from my uni's CS
         | cohort who used video games as motivation to learn CS were
         | ultimately bad or middling programmers, who were basically only
         | employable by these game companies that pay crummy wages with
         | bad work culture.
         | 
         | It makes sense somewhat - the skills and talents for, say,
         | racing cars has almost nothing to do with the skills or talent
         | to design and construct an engine.
        
           | urthor wrote:
           | My experience is the opposite.
           | 
           | I've seen many extraordinarily talented people who got into
           | this field originally because of the dream.
        
           | jltsiren wrote:
           | Also anecdotal, but the best self-taught programmers I know
           | (or knew, at this point) came from the demoscene and often
           | made their careers in game development.
           | 
           | The people you mention made a common mistake. They went to a
           | university to study X, and not because they were interested
           | in X but because they wanted to do Y and believed that X
           | would be useful in it. That's a mistake, because academic
           | education does not work like that. Mastering the curriculum
           | does not make you an expert in the field. The curriculum is
           | only a scaffold. You are always expected to learn more, both
           | because you should find the topic interesting and because
           | learning more makes sense.
        
           | kaladin-jasnah wrote:
           | The impression I get from video game hackers (eg. finding
           | glitches for speedrunning) are that they are quite talented,
           | and console hackers as well (finding that PS5 jailbreak
           | definitely requires skill) so I'm not sure if it's the best
           | generalization.
        
             | AtlasBarfed wrote:
             | Hacking savefiles and similar stuff (yourself, not just
             | copying things on the web) help teach the key work habits
             | of day to day programming. Problem solving, sticking to a
             | problem, visualizing, decoding, basic computer
             | architecture, tech docs, self starting, debugging, etc.
             | 
             | Gamer-motivated CS people with those skills will go far.
        
             | dankboys wrote:
             | console hackers and game programmers have little overlap,
             | though. If you've spent the time to understand VR/ED you
             | probably want to do that, in which case you're not
             | programming.
        
           | Thaxll wrote:
           | Your average AAA dev is usually better than other fields
           | because they use C++ and so they need to understand a lot of
           | complicated topics.
        
             | AtlasBarfed wrote:
             | It's not quite like the old days, but games and game
             | engines frequently require far more math and algorithms
             | than the usual programmer just moving bits between database
             | and screens.
             | 
             | I basically bombed out of the math sequence at linear
             | algebra, at least I gleaned enough to do basic rotations
             | and other matrix math on polygons so I could understand the
             | techniques used by the apis and big boys.
             | 
             | They also need to do performance tuning, and in consoles
             | with uniform hardware, get to optimize code to the hardware
             | to ridiculous degrees. The war stories of games dev in the
             | Atari 2600 up to the playstation 1 are amazing.
        
           | friedman23 wrote:
           | I think that would be a bad generalization. Maybe people
           | obsessed enough with video games that you find out that's why
           | they are learning CS are bad coders?
        
           | andkenneth wrote:
           | I absolutely noticed the gamer attrition between first and
           | second year compsci at uni.
        
           | kjeetgill wrote:
           | Huh, I guess I always found the exact opposite to be true.
           | But I finished university in 2012, prior to the gold rush. CS
           | department cohort stereotypes have probably drifted somewhat.
        
             | googlryas wrote:
             | Class of 2006 here :)
        
         | jeromegv wrote:
         | How would they know? They spent the last 10 years playing video
         | games, they literally worship those companies. It's still not
         | widespread enough as knowledge that those employers are
         | literally all shit. And if that's your first job, how would you
         | know it's better somewhere else? Got to learn the hard way.
        
       | snickerer wrote:
       | Listen, kids, if someone tells you to do overtime: run!
       | 
       | You-must-do-overtime is a management fail and a strong indicator
       | for bad leading.
        
       | danso wrote:
       | I had some hope that Microsoft's purchase would somehow change
       | things (not that Microsoft is necessarily more benevolent, but
       | maybe could realign the team's priorities and politics), but the
       | (pure) speculation suggests "no":
       | 
       | > _Bethesda officially became a part of Xbox Game Studios on
       | March 9, 2021, which placed Fallout 76 under Microsoft's
       | stewardship. When asked whether or not the acquisition had
       | improved the internal work culture within Bethesda, several
       | sources offered lukewarm responses._
       | 
       | > _One source suggested that Microsoft's emphasis on a "hands-
       | off" culture toward its studios meant that the new owners trusted
       | Bethesda to take care of its own problems. Sources at Undead Labs
       | also mentioned that Microsoft had a "hands-off" policy, which
       | they claimed had "allowed dysfunction to fester" at their
       | studio._
       | 
       | No quality of game could justify the senseless anti-human
       | mentality and processes described. But the fact that Fallout 76
       | was just such an abysmal and hated release just increases my
       | contempt for Bethesda. Not seeing the moral value in treating
       | their employees ethically is bad enough; not even having the cold
       | business sense to see how it obviously affects their bottom line
       | is just pathetic:
       | 
       | > _Some sources noted that the project drove an exodus of senior
       | developers who had worked on some of Bethesda's most prolific
       | titles. Many developers developed physical health issues, such as
       | tinnitus and back pain. One source said it "wasn't uncommon" for
       | artists to have wrist braces. Senior staff who'd remained loyal
       | to the company for 20 years finally found their reason to quit.
       | Some had been around since Fallout 3 and Skyrim. Fallout 76 was
       | their final breaking point._
        
         | sourthyme wrote:
         | This is sick. What does anyone learn doing by working like
         | this? Is anyone gaining experience from this? It just feels
         | like people are ground down so they can't physically work
         | anymore.
        
           | fnimick wrote:
           | The people running the show see no benefit from their team
           | members "learning" or "gaining experience". If they ship the
           | game and are so ground down they're burned out and
           | ineffective, that's a problem for the next guy; the manager
           | who got the game shipped by burning out the team got a huge
           | bonus and has leveraged it into a shiny position somewhere
           | else by the time any of the consequences rear their heads.
           | IME this type of short-term thinking inevitably infects most
           | companies, unless there is a very strong culture to combat
           | it.
        
         | Asooka wrote:
         | Microsoft didn't even reign in 343 Industries when they were
         | fucking up their flagship Halo franchise. I don't think anyone
         | at the mothership wants to actively manage their acquisitions.
         | Let's see if they do something about Blizzard...
        
       | ansible wrote:
       | Why are things so bad in the games industry? As compared to other
       | IT / programming fields?
        
         | Thaxll wrote:
         | Well, paying 100s of employees for years without certitude to
         | get your money back is a big risk, that's why lot of them move
         | to recurring revenue. ( subscription, game pass, store, MTX etc
         | ... )
         | 
         | It's also the reason why you don't see major new IPs, the risk
         | is huge, it can lead to mass layoff / studio closure.
         | 
         | Making AAA game is risky and expensive.
        
         | tmp_anon_22 wrote:
         | * very strict deadlines decided by publishers years in advance
         | 
         | * incredible passion making the workforce exploitable and more
         | tolerant of abuse
         | 
         | * explosive revenue growth bringing in scammers, hucksters, and
         | MBAs
         | 
         | * incredible passion from consumers who will buy the same game
         | over and over
         | 
         | * the advent of gambling in the form of microtransactions
         | 
         | * the consolidation of the industry to a handful of big
         | publishers
         | 
         | * incredible technical complexity
         | 
         | * exclusive rights on media like star wars or sports like
         | basketball giving some publishers a complete monopoly in some
         | cases
        
           | extrememacaroni wrote:
           | +1 for "incredible passion from consumers". I've never seen a
           | mass of customers so easy to fool as gamers are. Imagine a
           | washing machine company releasing broken products, and the
           | average joe going "yup, I really want another washing machine
           | from this company after seeing this ad which showed something
           | I like, even though the last time I bought some they were
           | barely working and only half washed my clothes, please take
           | my money".
           | 
           | If bethesda/microsoft announced Fallout New Vegas 2, everyone
           | would lose their shit and preorder instantly.
           | 
           | Also it disgusts me how happy everyone seems when a company
           | announces that they won't do microtransactions. If the
           | company has a history of keeping promises and releasing games
           | without mtx, sure, it's warranted. But otherwise? Are you an
           | idiot? They'll update the game half a year after you and the
           | other fools bought the game and introduce microtransactions
           | then. I wish there were laws that clearly defined what
           | monetization in a game means and forbade developers from
           | changing monetization schemes during the lifetime of a game,
           | I just can't trust cloud-enabled games nowadays that promise
           | a non-mtx non-p2w experience. It's worthless promises if you
           | can change your mind down the line after I invested time and
           | maybe money in your game. First get the money from the gamers
           | who think they're really smart for "supporting games with
           | fair monetization schemes", then when they're exhausted
           | introduce mtx and go after the whales for the big bucks.
           | 
           | Fuck this industry, you don't even know what kind of product
           | you're buying anymore. People waiting for "a full review of
           | Diablo Immor(t)al to figure out how much money you need to
           | spend to get a good build" - what's the point? By the time
           | the review is out blizzard probably already changed the
           | sliders and everything's different. Although from what I hear
           | about the game, the only way they could change them at this
           | point would make the game better, so there's that. $100k
           | (that's one.hundred.thousand.dollars.) to get a fully
           | equipped build. Jesus christ. Go back in time to when Diablo
           | 2 is released and tell the gamers that soon they'll have to
           | pay one hundred. thousand. dollars. to get a fully equipped
           | build in the latest Diablo. They'll just cry and jump out the
           | window. An even sadder thing is if you told them the latest
           | Diablo will be a mobile game, they'd think "what? you can
           | play Diablo anywhere like with a Gameboy? That's freaking
           | amazing dude!" ugh. But you need to tell them this before
           | telling them about having to choose between a nice house and
           | a cool armor for their barbarian, burst that bubble properly.
           | 
           | I hate this. My comment here is the incredible passion from
           | consumers, you can see it live now, you're welcome.
           | 
           | The incredible passion from developers is also me still being
           | interested and working on gamedev crap even though I wish I
           | could just turn back time instead.
        
             | cudgy wrote:
             | Why must players have a "fully equipped build" to enjoy the
             | game? If a player only cares about skins and other bling,
             | are they playing a game or are they building a showcase to
             | display to their friends?
        
               | ansible wrote:
               | A lot of the Asian MMOs are pay-to-win, and it wouldn't
               | surprise me that more Western game companies are moving
               | in that direction... it is very profitable.
        
               | extrememacaroni wrote:
               | Geez man, we got to the point where if you're poor in
               | real life you're also poor in the game, and you're fine
               | with that I guess. When the opposite could so easily be
               | true if not for greed.
               | 
               | You can not care if you want, I think it's just a lame
               | thing in general to do so.
        
               | cudgy wrote:
               | I agree that it is lame, but one can still play the game
               | for free without having the latest gear.
        
           | Apocryphon wrote:
           | Many of the problems and potential of abuse as present in the
           | entertainment industry, with none of the organizing to
           | protect workers.
        
             | walrus01 wrote:
             | isn't this literally supposed to be why screenwriters,
             | actors and others are unionized in the hollywood system?
             | and all the behind the camera IATSE members.
        
               | mort96 wrote:
               | Yeah, and the exact same reason why the lack of
               | unionization in VFX is such a large problem.
               | 
               | Unions work.
        
         | Pet_Ant wrote:
         | Because a lot people want to work for games so there is high
         | supply of willing talent. You can run them ragged and then
         | replace as needed.
        
           | neaden wrote:
           | At the end of the day basically all jobs little kids dream
           | about (actor, doctor, astronaut, making video games) are
           | either really hard to get into (like doctor) or pay very
           | poorly for the majority of people (like actor and making
           | video games).
        
             | exdsq wrote:
             | Video game devs aren't paid 'very poorly', they're still
             | comfortably above a countries median, they're just lower
             | than roles requiring a similar skill. My friend is a game
             | dev at Epic and loves it, FWIW. He doesn't give a shit
             | about money if he can pay his mortgage, cover his wife and
             | child, splash on toys, and save a bit.
        
           | tmp_anon_22 wrote:
           | > You can run them ragged and then replace as needed.
           | 
           | Until you can't. A good case study is Dice Stockholm, perhaps
           | best known for their stewardship of the Battlefield
           | franchise. They butchered the launch of two titles in a row
           | and lost much of their senior staff.
           | 
           | FWIW BFV became a good game. But the churn BFV (+Firestorm
           | Battle Royale mode) caused has taken BF 2042 to a new low.
        
           | ajmurmann wrote:
           | IMO this is true for every field that has a similar draw.
           | Working on anything that's perceived as "fun" or for the
           | greater good will allow for lower comp and worse working
           | conditions. I believe that that's also a factor why teachers
           | in the US can be so underpaid and treated badly and why Musk
           | gets away with some of the rougher working conditions at
           | Tesla and SpaceX (at least the pay seems good at those
           | companies though).
        
         | sourthyme wrote:
         | There's so much hype and expectation compared other software
         | that it hits harder when bad software design appears in gaming.
         | Bad software/project design still exists for regular software
         | but users are more understandable when deadlines change.
        
       | mhh__ wrote:
       | Bethesda need just let obsidian make the fallout games from now
       | on.
       | 
       | They don't understand the franchise's message or the lore, they
       | can't write very well, and they also really struggle with
       | technology apparently.
        
         | ssully wrote:
         | I won't say it will never happen, but Obsidian has basically
         | already made their own property in the style of Fallout with
         | The Outerworlds.
        
       | drdebug wrote:
       | While I've always understood overtime for startups, or to solve
       | an unexpected problem, I simply do not understand why people put
       | up with systemic overtime for large companies making large amount
       | of money. They are simply abusing your time, you should refuse.
       | They are saving money by not hiring enough people. It's
       | management saving money, or being incompetent, but then it's
       | management's problem, not yours. Of course, during difficult
       | times one may have no other choice, but I'd just run asap.
        
       | joshstrange wrote:
       | Are there any good examples of single player -> MMO that were
       | successful?
       | 
       | I loved Fallout and Elder Scrolls but absolutely hated ES:O and
       | FO:76. I loved those games for having my own little world that
       | was my own. Lack of multiplayer was a feature itself, not
       | something I wanted to be implemented.
       | 
       | As with most MMO's I feel like I wanted to play an MMO I'd just
       | mainline WoW, not some crappy imitation reusing IP.
        
       | uejfiweun wrote:
       | It seems pretty clear to me that in the video games industry (and
       | pretty much any 'art' industry for that matter) great results are
       | driven by singular, great people. Todd Howard was the mind behind
       | TES and Fallout 3/4. Hidetaka Miyazaki was the mind behind Souls
       | / Elden Ring. Shigeru Miyamoto was the mind behind Mario. And
       | it's because these people really care about the product they are
       | making. They have PASSION.
       | 
       | When it comes to a game like 76, which was clearly mandated by
       | some greedy executives who don't play games, the lack of passion
       | permeates the whole game. From what the article describes it
       | seems like nobody wanted to work on this thing - not the QA, not
       | the devs, not the managers. The end result is no surprise. Nobody
       | cared.
       | 
       | If I was a games exec, I would do everything to empower the great
       | minds that produce great games to pursue the projects they are
       | passionate about. Unfortunately there are a lot of very
       | successful companies out there that do the exact opposite of
       | that, but the tide seems to be turning.
       | 
       | EDIT: I want to clarify that part and parcel with being a
       | talented passionate game director is the ability to build a great
       | team and keep the team motivated. Obviously passion isn't the
       | only ingredient to make a great game. As with any other massive
       | undertaking, teams of humans are what get the job done. I simply
       | observe that these singular figures have the two-part gift of
       | understanding what makes a great game, and also being able to
       | attract others who can help execute that vision.
        
         | antisthenes wrote:
         | > Todd Howard was the mind behind TES and Fallout 3/4.
         | 
         | If your example of a great game is Fallout 4, then you've
         | already lost the argument.
         | 
         | It pales in comparison to Fallout NV, Fallout 2 and even 3 in
         | many regards. It's an extremely dumbed-down RPG experience,
         | plagued by a lot of the same issues that are present in 76,
         | including lack of passion and generic, tropey NPCs and
         | environments.
         | 
         | I think it would be more fair to say that most studios and game
         | designers have their masterpieces, and then most of their other
         | work is mediocre, simply because it trends towards the mean.
         | 
         | Some great studios and designers can replicate their initial
         | success once or twice more, but those are extremely rare.
        
           | panzagl wrote:
           | I think FO76 is better than 4- nearly all of the RPG systems
           | (dialogue, perks, crafting) have been improved, the world
           | design is much more interesting, and the map has a ton of
           | hidden corners to poke around in.
        
           | JohnJamesRambo wrote:
           | I loved Fallout 4, I'm sorry. Every second. I think a lot of
           | people see the older games through nostalgia lenses when
           | their lives were better/minds were younger/they were first
           | experiencing an engrossing RPG. I played NV after 4 and NV
           | was good too. Fallout 3 I keep giving up on and I'm not a
           | quitter. It just doesn't draw me in like the other ones. It
           | seems crude and simple comparatively, due to its age I guess.
        
             | robonerd wrote:
             | I first played Morrowind two or three years ago, a few
             | years after I first played Fallout 4. No nostalgia glasses
             | for me, I had _negative_ interest in games like Morrowind
             | when Morrowind was new.
             | 
             | But playing Morrowind made me realize just how crap Fallout
             | 4 is as an RPG. Fallout 4 has almost no choices to make and
             | all the characters worship you as a messiah five minutes
             | after meeting you. Morrowind is _very_ rough around the
             | edges, the roll-based combat system was a very hard
             | swallow. But despite the rough /exploitable mechanics and
             | the bad graphics, Morrowind still manages to be a much more
             | immersive world because the people in it actually make
             | sense. They have their own agendas and biases and they
             | don't care about you until you give them a reason to care.
             | In Morrowind you join a faction and are given orders by
             | some regional flunky, or worse, that regional flunky tells
             | you to buzz off and do shitty odd jobs for another
             | apprentice in the faction. In Fallout 4 you approach a
             | faction and immediately meet the faction leader who tells
             | you that you're Howard's own gift to humanity.
        
             | ericd wrote:
             | It's not just nostalgia, go play Fallout 2, GoG has a copy
             | that should work. It holds up extremely well, because it's
             | just a much better game than the Bethesda versions. The
             | writing, the humor, the world building, it feels a lot more
             | alive and real than the much more technically advanced
             | iterations. Fallout 1 is less polished, but also great.
             | Fallout 3+ always felt like a reskinned Elder Scrolls to
             | me.
        
               | lostmsu wrote:
               | I did exactly that. Multiple times, including before
               | Fallout 3 came out, after, and also pretty recently.
               | IMHO, Fallout 2 sucks in comparison with anything F3+.
               | Worldbuilding might be there, but the gameplay simply
               | isn't.
               | 
               | There's nothing wrong with being "a reskinned Elder
               | Scrolls". Elder Scrolls is a great game (series). It is
               | up there in the hall of masterpieces along with GTA and
               | CS.
               | 
               | If you don't believe my word, look at Steam stats:
               | https://store.steampowered.com/stats/
               | 
               | Like many here I also believed F3 and NV had better
               | storytelling. But many hours of playing later, I see that
               | I actually prefer F4.
        
               | oneoff786 wrote:
               | I think most of F and ES games are pretty boring, and the
               | chart is about as compelling as cable ratings the Big
               | Bang theory is a great show. It has mass appeal. It's a
               | very successful game. But they seem dull to me. The newer
               | ones at least.
        
               | lostmsu wrote:
               | The chart is more compelling than your (or mine) personal
               | opinion. Especially, when it is not substantiated.
        
               | [deleted]
        
             | kaibee wrote:
             | Try Fallout 2.
        
             | antisthenes wrote:
             | > I think a lot of people see the older games through
             | nostalgia lenses when their lives were better/minds were
             | younger/they were first experiencing an engrossing RPG.
             | 
             | Yes, they do. But it is absolutely not the case here,
             | sorry. F4 is just a worse game.
             | 
             | It's not the worst game in the series or the genre, but it
             | is utterly mediocre and not at all an example of a
             | resounding success in Bethesda's history as a game company.
             | Metacritic's 5.6/10 User score agrees with me.
             | 
             | Doesn't mean you have to stop liking the game. There are
             | plenty of bad games we all play as guilty pleasures.
             | 
             | Also, just FYI, I think Fallout 1, the first game in the
             | series is a pretty awful game. It's extremely short, the
             | side quests are all boring fetch/kill quests, the open
             | world is mostly dead. F2 was a huge improvement upon it.
        
               | D13Fd wrote:
               | That's funny. I played them both at release.
               | 
               | I thought Fallout 1 was incredible. I remember getting
               | the trailer literally on VHS tape and being so hyped for
               | it, and it totally lived up to it. It was unlike anything
               | else at the time.
               | 
               | Fallout 2 felt kind of watered down by comparison. The
               | whole idea to move the series back by 80 or so years was
               | terrible. The enclave was a terrible idea. The first
               | Fallout made sense 80 years after the war. Everything
               | looks basically the same. People still live in bombed out
               | buildings. Nothing makes sense. The second and later
               | Fallouts were all set way too late.
        
             | poisonarena wrote:
             | I was a fan of all of them but 4 just felt really dumbed
             | down as far as the story and rpg elements.. I grew up on
             | 1-3 and didn't play NV until last year when I was 36, and I
             | really loved it. It seems to really focus on the crafting
             | and base building and for me that part was not so fun, even
             | though I like the idea
        
               | [deleted]
        
           | uejfiweun wrote:
           | Haha, that's fair. I certainly didn't like it the first time
           | I played it. However, I recently tried again on survival mode
           | after a friend's recommendation, and it feels totally
           | different. No fast travel and saving only at beds changes the
           | game completely. Suddenly vertibirds are useful, settlements
           | are mandatory, and the world feels absolutely gigantic rather
           | than a sandbox separated by loading screens. Highly recommend
           | checking it out (although it still won't scratch your RPG
           | itch).
        
         | na85 wrote:
         | >It seems pretty clear to me that in the video games industry
         | (and pretty much any 'art' industry for that matter) great
         | results are driven by singular, great people. Todd Howard was
         | the mind behind TES and Fallout 3/4.
         | 
         | Pretty sure this attitude is what led to Daikatana. Cults of
         | personality are universally bad.
        
         | Apocryphon wrote:
         | Hero worship is bad in games development because it can lead to
         | just as tortuous experiences for those working under a supposed
         | visionary who takes the praise and becomes a megalomaniac.
        
         | Beltalowda wrote:
         | > It seems pretty clear to me that in the video games industry
         | (and pretty much any 'art' industry for that matter) great
         | results are driven by singular, great people. Todd Howard was
         | the mind behind TES and Fallout 3/4
         | 
         | There are also many great results that are a team effort.
         | 
         | And according to this article Todd Howard was also part of the
         | problem. For example:
         | 
         | "[A]lmost none of the Bethesda designers wanted the game to
         | launch without NPCs. The design teams at both Rockville and
         | Austin wanted NPCs to fill out the world of Fallout 76, but
         | they say executive producer Todd Howard was not willing to
         | budge all the way up 'til launch."
        
           | uejfiweun wrote:
           | Yeah, its my bad for not articulating this in the post.
           | Obviously, any giant product like a modern movie or game is
           | made by teams. I think one hallmark of a great director is
           | the ability to build a great team around you, which is just
           | as important as being passionate and understanding the
           | medium.
        
             | synu wrote:
             | I've never once experienced the "face" of a game doing all
             | the hiring, or even being involved in too many interviews
             | (except for marketing purposes, of course, but I mean
             | hiring interviews). It's quite a full time and important
             | job to do the PR.
        
           | debug-desperado wrote:
           | Maybe Todd was trying to just ship the dang thing to satisfy
           | Zenimax. Build the games-as-service sandbox, let it fail,
           | parent company head honchos leave you alone and your teams
           | get to go back to working on the kind of games they actually
           | want to build.
        
           | bradhe wrote:
           | Having a vision is "part of the problem?"
        
             | kristofferR wrote:
             | If the vision is bad then obviously.
        
             | anigbrowl wrote:
             | Lots of visions are mediocre, incoherent, or superficial.
        
             | LegitShady wrote:
             | the vision of fallout 76 was the issue. They took out all
             | the interaction with characters and left in the junk
             | collecting and base building, which for many players were
             | the least interesting parts of fallout 4. The vision
             | sabotaged the product.
        
         | synu wrote:
         | I worked in the video game industry for a long time. This is a
         | story you're being sold - it's the teams who build great games,
         | not some singular great passionate mind. It's a way for
         | marketing teams to build a brand, not much more than that.
        
         | izzydata wrote:
         | I don't think it comes down to a singular person, but I'm
         | pretty sure it is about passion. Modern large game studios have
         | removed all the passion and turned game development into an
         | assembly line of 100s or more people working on it. Creating a
         | very large game and also having it be good seems more like an
         | exception at this point.
         | 
         | Games with small teams probably have a much easier time
         | creating a game they are passionate about even if the scope of
         | the game has to be smaller.
        
           | urthor wrote:
           | I find the presence of the "auteur" is valuable because it's
           | a signal to people.
           | 
           | When there's a single leader who's highly motivated to do
           | critically acclaimed work, it signals to talent that this is
           | a project aimed at critically acclaimed work.
           | 
           | Now, said auteur also makes great margin calls and leadership
           | decisions.
           | 
           | But keep in mind it's not just "great man syndrome."
        
             | synu wrote:
             | That's why marketing teams work hard to create that
             | perception in the audience.
        
               | urthor wrote:
               | The difference is that, having worked in the industry, I
               | can say that film directors are given exactly the power
               | they are advertised as having.
               | 
               | The film industry has learnt through many trials and
               | errors it has to happen this way.
               | 
               | Software hasn't.
        
               | synu wrote:
               | So less that in the video games industry great results
               | are driven by singular, great people today, but games
               | would be better if they were?
        
               | urthor wrote:
               | Games and films are both an exercise in project
               | management.
               | 
               | Films are an exercise in getting everything you need in
               | your 70 or so days of filming. The days you've rented the
               | exorbitantly expensive cameras, trailers, lights, etc.
               | 
               | Games are similar, except over a few years.
               | 
               | Only the auteur leadership model is able to make those
               | project management tradeoffs quickly, under a lot of
               | stress, and well, to deliver high quality output.
        
             | stonemetal12 wrote:
             | More like it is a good signal because someone was willing
             | to risk or build his reputation by putting his name on it.
             | 
             | The Civ games have been around for a while, then it became
             | "Sid Meier's Civilization". Not because he went back in
             | time and did more work on Civ, but because he built his rep
             | and wanted to use it to sell a couple of more copies.
        
           | GVIrish wrote:
           | It's not about passion at all. Plenty of passionate work
           | themselves to the breaking point and end up with crappy games
           | or failing to release at all.
           | 
           | It's that making ambitious games is hard, and if your
           | organization doesn't have good engineering practices, good
           | project management, a clear achievable vision, a realistic
           | timeline, and capable team members, you will have difficulty
           | succeeding.
           | 
           | And even with less ambitious games, studios fail all the time
           | for the same reasons. It's not just the AAA games.
           | 
           | Clearly a smaller team with a smaller scope has an easier
           | time because as you increase headcount, communication
           | overhead increases exponentially, and bigger teams are
           | usually trying more technically difficult things than a
           | smaller team would try to tackle.
        
         | seanhunter wrote:
         | Firstly as other people have pointed out, teams build great
         | products, not some individual with a messianic vision. That's
         | just marketing.
         | 
         | Secondly, Todd Howard _is_ the greedy executive who pushed out
         | Fallout 76 and keeps rereleasing skyrim year after year after
         | year. He has passion yes, but it 's for raking in the
         | benjamins. Making great games is strictly secondary.
         | 
         | Thirdly FO76 was such a total fiasco that people seem to have
         | forgotten that Fallout 4 was insanely buggy at launch and even
         | when they got through that was mediocre at best. In Fallout New
         | Vegas there are interesting puzzles to solve and different ways
         | to progress through the quest. In Fallout 4 you go places and
         | then shoot people. Occasionally you get presented with 4 dialog
         | options which are "yes", "yes", "no, but actually yes", and
         | "close this dialog for now and be forced to come back later and
         | be presented by the same choices".
        
         | meheleventyone wrote:
         | > It seems pretty clear to me that in the video games industry
         | (and pretty much any 'art' industry for that matter) great
         | results are driven by singular, great people.
         | 
         | I can assure you from working inside said industry that this is
         | not often the case, if ever.
         | 
         | Edit to add: great results are driven by great teams.
        
           | fnordpiglet wrote:
           | I agree. Producers and designers that frontline a successful
           | project get the visibility but they have to be backed by
           | highly effective teams of equally gifted folks that
           | collaborate effectively. I don't think this is different for
           | any complex human endeavor. Often times the front liner isn't
           | the one who built the team - there's often an anchor person
           | more in the middle of the project that attracts talent and
           | creates the atmosphere of collegial collaboration. Smart
           | front liners bring those folks along to the next projects.
           | From the article it sounds like that was Starfield, not 76,
           | which is probably why it was so miserable.
        
             | swivelmaster wrote:
             | As soon as a project is known internally as the one the B
             | team was assigned to because all the "favorite" people went
             | to the "better" project, it's basically doomed. This has
             | happened so many times, the game industry has enough people
             | who should know better, and yet...
        
           | uejfiweun wrote:
           | That's a totally fair point, and I completely agree. I should
           | have clarified this in my original post. If you're passionate
           | about games, but nobody wants to work with you, then that
           | passion won't permeate throughout the development team. All
           | these gaming visionaries tend to have the gift of extreme
           | charisma and strong passion for games - you need both IMO to
           | make a great result. You may have a great idea, but you need
           | to get people fired up about it too and articulate it in a
           | way that can be understood.
        
             | meheleventyone wrote:
             | Even still this isn't correct, even building a great team
             | isn't the work of one person and plenty of great games are
             | built by teams lead by people who don't get press as
             | visionaries. You're falling for marketing, both personal
             | (where extreme charisma does help) and company lead where
             | wheeling out a famous name sells units. Which isn't to say
             | famous people are all rubbish but that the hype and the
             | reality are very different to one another.
        
         | 127 wrote:
         | Only proof I've seen Todd being good at is marketing. That's
         | it.
        
         | pacetherace wrote:
         | What you mean to say is that there are guys who get much more
         | credit than they deserve when a game or for that matter any
         | product becomes a success.
         | 
         | Fallout 76 seems to be a classic case of unrealistic
         | development and testing deadlines.
        
         | robonerd wrote:
         | > _It seems pretty clear to me that in the video games industry
         | (and pretty much any 'art' industry for that matter) great
         | results are driven by singular, great people._
         | 
         | Nah. What actually happens is you have one [or more] driven
         | people and a team of others helping guide them and restrain
         | their excesses. After a few commercial successes, the rest of
         | the team gets forgotten or left behind eventually and the
         | single celebrity creator, now unrestrained (and ego inflated by
         | fans), starts producing crap.
         | 
         | Hideo Kojima, I'm looking at you.
        
       | mardifoufs wrote:
       | >Effective multiplayer design requires precise mathematical
       | knowledge of how long it will take for players to clear
       | encounters
       | 
       | This sounds interesting, but I don't really understand what it
       | means. Why would they time encounters in a multi-player game?
       | Wouldn't those have to be run in a separate instance if they are
       | timing sensitive, especially if you don't want other players to
       | interrupt the event?
       | 
       | But I have 0 knowledge in game design and I'm pretty sure they
       | are probably talking about something completely different! :')
        
         | stagger87 wrote:
         | I don't know the exact issue they are referencing, but if I had
         | to guess... these sorts of multiplayer games typically have
         | respawning enemies that are shared with everyone in the world.
         | If you respawn them too slowly, then you will have tons of
         | people standing around waiting for an enemy to respawn. A quest
         | might require you to kill 10 of those enemies. You can see how
         | this might be a problem. Smart games do this dynamically based
         | on current populations.
        
       | bradhe wrote:
       | I'm all for the unionization of labor in this industry. But this
       | article absolutely has a spin on the whole thing. They're
       | painting QA in a light where by they're underappreciated despite
       | their deep talent comparable to engineering and art. Am I wrong
       | in thinking that, indeed, while their skills are important,
       | they're easily replaceable as compared to developers or artists?
        
         | Avshalom wrote:
         | what makes you think devs and artists are difficult to replace
         | at Bethesda's scale. or indeed at any scale in the video game
         | industry.
         | 
         | more expensive maybe, but that's not the same as difficult.
        
           | friedman23 wrote:
           | Devs are absolutely hard to replace in any industry right now
           | given that I have to give 2 interviews a week in my current
           | job.
        
             | Avshalom wrote:
             | so at minimum two people apply and get past HR's filters
             | per a week.
             | 
             | hard to replace is when there are no interviews a week.
        
               | friedman23 wrote:
               | Everyone in my company is interviewing and we hire very
               | few of the applicants because few are qualified. Having
               | to spend 2 hours of every single employee's time a week
               | and each employee is being paid close to 1/3rd of a
               | million dollars or more is difficulty in hiring. Oh, and
               | when you do find someone qualified they have 5 other
               | offers.
        
         | thedz wrote:
         | I don't know that replaceability (true or not) should have that
         | much of an outsized impact on the expectations of humane
         | treatment
         | 
         | I realize capitalism rewards scarcity here, but imo this is a
         | piece explicitly about the tolls that tends to bring
        
         | poulpy123 wrote:
         | How the fact that they are easily replaceable justify to treat
         | them bad ?
        
       | j_schmuck wrote:
       | Why are megaprojects so reliably running into these protracted
       | fucked launches? What are the actual managerial processes like?
       | How are basic failures of planning and scope and quality so
       | constant for the biggest players in the industry?
       | 
       | What actual ingredients are missing?
        
         | scotty79 wrote:
         | Acceptance of mismatch between reality and pre-agreed plans?
        
         | glitchc wrote:
         | Megaprojects are difficult to execute without a clear vision
         | and a core group of individuals (less than 5) driving that
         | vision to fruition. Every other style of management results in
         | failure to deliver a product, either through feature creep,
         | death by a thousand cuts, or misaligned incentives.
        
       | Animats wrote:
       | Union, yes!
       | 
       | I'm waiting to see how this "metaverse" thing works out, as it
       | moves from the dreams and bullshit stage to the actual
       | implementation stage. Big, high-quality shared virtual worlds are
       | hard. There really are no off the shelf solutions that Just Work.
       | Epic is spending US$2 billion on this. Roblox has 90 dev teams.
       | The NFT crowd has announced lots of stuff, and shipped only very
       | basic worlds such as Decentraland.
       | 
       | Bored Ape Yacht Club's "Otherside" supposedly launches in mid-
       | July, with very ambitious goals. We'll see.
        
         | paskozdilar wrote:
         | Honestly, the whole metaverse thing has always felt to me like
         | a bunch of baloney. Why exactly would anyone want to join
         | metaverse? What purpose does it serve?
        
           | TrevorJ wrote:
           | I view it as something that is inevitably happening in
           | _spite_ of all these large companies who are tying to own it.
           | They are to the metaverse what AOL was to the worldwide web.
        
             | paskozdilar wrote:
             | > own it
             | 
             | Own _what_ , exactly? Is "metaverse" just a new word for
             | "cyberspace"?
        
               | bobkazamakis wrote:
               | effectively, yes, but don't tell the MBAs. We'll continue
               | to go down the route of individual, centralized "meta-
               | spaces" in the sense that people will hang out on discord
               | like they always have, except now with a VR avatar.
               | 
               | Rinse and repeat for everything else done online.
        
         | danuker wrote:
         | > how this "metaverse" thing works out
         | 
         | Not looking too good. Especially since the interest rate hike
         | (the free money faucet was tightened), but the timing might be
         | coincidence.
         | 
         | https://pageviews.wmcloud.org/?project=en.wikipedia.org&plat...
        
         | yarg wrote:
         | I still can't believe that Facebook trademarked a prefix.
         | 
         | (I'm not surprised they tried; but surely they should have
         | failed.)
         | 
         | The metaverse will succeed if it breaks free of the walled
         | gardens; a federated distributed internet - controlled by the
         | users.
         | 
         | Otherwise the users will continue to be the product, eating an
         | illusion of freedom that only ever tells them what they want to
         | hear and think they already know.
        
         | Hamuko wrote:
         | What is my incentive as a game developer to make a "big, high-
         | quality shared virtual world"?
        
           | oneoff786 wrote:
           | Same as your incentive to make games for the App Store.
           | Market access.
        
           | Animats wrote:
           | Second Life is "a cash machine", according to its owners.
           | 
           | Turns out that no advertising, rent land, sell memberships
           | works.
        
             | lithos wrote:
             | It is an absolute cash cow around three million usd a
             | month: http://www.gridsurvey.com/ (website works it's just
             | painfully slow). Able to run on server hardware from the
             | early 2000s. (There are also other major sources of income
             | related to currency exchanges between Lindens and USD, and
             | non-landtier subscriptions).
             | 
             | Personally I see it as a reason why the current metaverse
             | schemes are a scam, since there are numbers right there
             | that profit is from selling what are essentially indirect
             | server rentals (that becomes more profitable as time goes
             | on as server prices drop). Rather than a one time 'crypto'
             | purchase silliness, that scammers have essentially set
             | their sites on.
        
             | kaibee wrote:
             | This is good motivation to make a metaverse. It is not a
             | good motivation to enter one as a developer.
        
               | filoleg wrote:
               | Presumably, the stuff you develop in metaverse would
               | allow you to monetarily benefit from it as well, and that
               | should be good enough of a motivation for a lot of devs
               | to enter the space.
               | 
               | For a rather primitive example: look at Roblox (the
               | closest functional approximation of a proto-metaverse)
               | and see how much money some Roblox games can make. In
               | 2020, Roblox devs generated about $328mil in revenue,
               | with 32 of them getting paid over a $1mil. And that's not
               | even mentioning that a lot of them were made by one
               | person.
        
           | devwastaken wrote:
           | Connections and sale of assets. Look at VRchat.
        
             | Macha wrote:
             | But the only ways to give money for VRChat is the
             | subscription for extra avatar bookmarks and a fancy
             | nameplate. And from what I understand, the deeper into it
             | people get, the more likely they are to stick to one
             | avatar.
             | 
             | This is a pretty good deal for the users, but it's not
             | going to pay for a Meta quantity of developers.
             | 
             | Yet if they put in all the mobile money extraction
             | mechanisms into it, why would people choose Meta's product
             | over VRChat?
        
               | oneoff786 wrote:
               | Fortnite makes billions just selling skins, which people
               | can only use one of, no?
        
             | JaimeThompson wrote:
             | Meta will be taking approximately 50% of all sales on their
             | metaverse platform IIRC.
             | 
             | Seems a bit much.
        
         | Asooka wrote:
         | Metaverse is already successful, but it's called Second Life
         | and VRChat and Club Penguin and...
        
       | Justsignedup wrote:
       | This is a Kotaku article, and given the quality of the reporting
       | there, for all I know every developer save 1 on Fallout 76 loved
       | working on it, and it was the project that drew engineers to
       | Bethesda!
       | 
       | I don't trust this source. It sounds like something close to
       | accurate based on previous game industry insights, but again, I
       | don't trust Kotaku for telling me if it is currently raining
       | while we're standing outside.
        
       | siskiyou wrote:
       | If anyone looking for a career in the tech industry says they
       | love games and game development, please tell them not to work for
       | a gaming company. I suppose they're not all horrible, but the
       | percentage of horrible companies in the gaming industry is too
       | damn high.
        
         | ModernMech wrote:
         | Tell them to work in robotics instead. A lot of the technical
         | challenges you find in games can be found in the computer
         | vision and robot simulation spaces.
        
           | Asooka wrote:
           | Embedded usually pays worse than equivalent jobs writing "big
           | iron" software. Is robotics any different? What would you
           | recommend as an entry point to the field?
        
             | ModernMech wrote:
             | Robotics is great, you can make bank and it's not a
             | saturated job market. I would say get started at one of the
             | driverless car startups, they are at the forefront of the
             | robotics industry now as it would relate to gaming. Things
             | like industrial robotics and control heavy systems (think
             | Boston Dynamics) might not appeal to game devs.
        
         | TylerE wrote:
         | This is true of pretty much of any job people want to do
         | (performer, commercial pilot...)
         | 
         | Jobs are generally; Demanding, Requiring Skill, Well
         | Compensated... pick 2
        
           | siskiyou wrote:
           | I had great experiences in the tech industry for over 25
           | years with very little overwork, great pay, and though I have
           | some skills, really nothing special. My way to win was
           | getting along in teams, and being vigilant on behalf of
           | customers/company. I have a high school diploma. This was
           | easy money for me.
        
             | TylerE wrote:
             | Tech for me is "not demanding" for the most part.
             | 
             | Demanding is hauling 50lb concreate blocks or stocking
             | store shelves all day, or something maybe less physically
             | strenuous, but..distasteful, like working with sewage or
             | garbage)
        
       | xen2xen1 wrote:
       | Sad. 76 is one of my favorite things. I didn't bother to play it
       | until they added NPC's though. Fallout with no NPC's is like a
       | Hershey's bar with no chocolate.
        
         | panzagl wrote:
         | I thought the game was much better without NPCs- it was creepy
         | and sad with unexpected outbreaks of violence. I still love it,
         | though- I play maybe once a week with my brother and we just
         | wander the map looking at messed up stuff, collecting junk and
         | hunting for cryptids. I think we were exactly the audience the
         | game was intended for- but unfortunately that is not the
         | audience the gamer press caters to. Those people are still on
         | /r/fo76 simultaneously bragging about grinding out 50 levels
         | over a weekend and complaining that there's not enough end game
         | content.
        
       | ben7799 wrote:
       | The games industry seems to be massively overrated. People who
       | think non-game software is devoid of interesting problems to
       | solve have blinders on. We hear so many more problems about bad
       | working conditions at game companies than any other type of
       | software.
       | 
       | All this BS about siloing QA off is ridiculous. The celebrity
       | worship of project managers/game designers/executives at game
       | companies is way out of context. The whole idea of spending
       | hundreds of millions of dollars to produce a game and then
       | selling each copy for $50-60 and having to rely on millions of
       | fickle gamers to buy it is hugely problematic and inferior to
       | other types of businesses. The whole adjacency to the
       | entertainment industry is problematic. The vast # of
       | creatives/artists & non-technical employees doing "toil" is
       | problematic.
       | 
       | I have been working 22 years.. if you asked me when I was 13 or
       | 18 I would have said I wanted to build games. By the time I was
       | 21 I already knew it was a bad industry. All my friends who did
       | go into the games industry left within a few years. Everyone is
       | vastly more happy now that they went to work on
       | commercial/enterprise stuff.
        
       | friedman23 wrote:
       | Video game QA (really any qa) seems like an absolutely terrible
       | job. If you are young and reading this, don't choose professions
       | that require 0 qualifications and have a massive line out the
       | door of willing applicants.
        
       | tmp_anon_22 wrote:
       | I think a lot about the emotional abuse the Overwatch team has
       | faced over the years. They created a once in a generation
       | experience which outperformed every reasonable expectation (OWL
       | was not a reasonable expectation unless you are on shrooms).
        
       | cudgy wrote:
       | Many state that game devs and qa make less money. How much less?
       | The article rambles on about working extra hours at a deadline
       | (for which almost all companies require at times) and receiving
       | overtime pay (which few tech companies pay), but I read no actual
       | numbers.
        
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