[HN Gopher] Most Video Game Artwork Will Never Be Seen
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       Most Video Game Artwork Will Never Be Seen
        
       Author : isaacfrond
       Score  : 114 points
       Date   : 2023-11-08 08:27 UTC (14 hours ago)
        
 (HTM) web link (aftermath.site)
 (TXT) w3m dump (aftermath.site)
        
       | belalebrar wrote:
       | Yea - even the ones Artists do get to share, it's just so much
       | out there now. If you take a quick look at sites like ArtStation,
       | you'll see thousands upon thousands new artwork added daily.
        
       | reassembled wrote:
       | This is something I've been thinking about lately with regards to
       | the early arcade game developers in Japan, not just in regards to
       | the artwork and music but also the decades of technical knowledge
       | and R&D that have gone into creating bespoke arcade boards.
       | Individual game companies developed or commissioned unique
       | hardware dedicated to playing sometimes a single game in an
       | arcade setting. The MAME devs have done a lot of great work
       | unraveling these boards. Some books and websites have compiled
       | artwork, interviews and technical info from certain arcade
       | developers. I just wish the world could see more from that period
       | of time.
       | 
       | I think about this same kind of thing with regards to the company
       | I work in. We create video hardware and so much of the
       | development knowledge will be lost to the sands of time. This is
       | inevitable but a sad part of any large creative undertakings.
        
         | zdw wrote:
         | This sounds interesting - do you have any links to examples of
         | these early bespoke works?
        
           | JohnBooty wrote:
           | Games weren't getting individual custom CPUs or anything that
           | exotic, but from roughly 1980-2000 the industry was still
           | riding the peak of Moore's Law, where chips were getting
           | faster and cheaper seemingly every day, and arcade developers
           | were constantly trying to leapfrog each other. Each game
           | system really only needed to run a single game, so there was
           | no real barrier to having unique boards per game -- if a
           | particular game needed a few extra RAM chips, or the CPU
           | maybe needed a higher clock, there wasn't much barrier to
           | that.
           | 
           | NOTE: System16 is a treasure trove of information in general,
           | but it looks like their main landing page at
           | https://www.system16.com has some kind of hijack ad situation
           | going on? The links below seem unaffected.
           | 
           | Konami was kind of the poster child for bespoke hardware;
           | they're famous/infamous for seemingly every single game
           | having some kind of weirdo bespoke hardware iteration:
           | https://www.system16.com/museum.php?id=5
           | 
           | Sega had a more typical approach. They would typically have a
           | minimum of several games per arcade system, and sometimes
           | dozens: https://www.system16.com/museum.php?id=1
           | 
           | But, even then, there are lots of variations to the rule.
           | Taito operated more or less like Sega, but (to choose one at
           | random) you might see things like this where one game on this
           | particular board (Cadash) was equipped with a faster CPU than
           | the others: https://www.system16.com/hardware.php?id=652
           | 
           | There are some fun exceptions to what I've written though:
           | truly one-off hardware.
           | 
           | Namco's Thunder Ceptor, with its mode7-ish backgrounds... in
           | 1986! https://www.system16.com/hardware.php?id=523
           | 
           | Gaplus/Galaga3 had its own board for some reason:
           | https://www.system16.com/hardware.php?id=518
           | 
           | Pole Position I and II (essentially the same game) had its
           | own hardware: https://www.system16.com/hardware.php?id=515
           | 
           | I think a lot of Midway's late-80s/early-90s boards (let's
           | say, NARC through MK) tended to evolve from game to game.
        
         | yterdy wrote:
         | >and so much of the development knowledge will be lost to the
         | sands of time
         | 
         | This is when you put on your Assange mask and start saving
         | documents to leak later. Capitalism is going to eat itself,
         | along with all of our technical and institutional knowledge,
         | unless people put that continuity of expertise before the
         | company or even their own jobs. One of the many Boomer habits
         | that we simply cannot carry on into the future is, "Retiring
         | without passing on what we know because it's less trouble and
         | more job security."
        
         | stepupmakeup wrote:
         | A lot of companies deem the knowledge obsolete. There's no real
         | reason to read 35 year old, 500-page hardware documentation
         | books, or ancient assembly code from 25 year old tapes and
         | floppies... if they even still exist! Much cheaper and easier
         | to re-create the game.
        
       | art3m wrote:
       | Many completed video games will never be seen as well due to
       | publishers decision. Which is more astounding than just artworks.
        
       | rickdeckard wrote:
       | Reminds me of the even more sober fact:
       | 
       | Even the content that made it into the game will never be seen by
       | most users, as most buyers of a video game will never complete
       | your game. But if the ending is not satisfying for those who
       | complete it, they will impact the buying decisions of those who
       | never play through it anyway.
       | 
       | And on top of that:
       | 
       | Before the introduction of Trophies in console games there was no
       | way for game developers to know how far their buyers actually
       | played the game before they stopped and moved on.
        
         | qiine wrote:
         | On steam you can see % of player that got each achievements for
         | a given game.
         | 
         | I looked at Dark soul and only 31.5% got to Anor Londo(on PC),
         | its crazy because that's barely half the game, there is still a
         | lot of high quality content including some of the stuff that
         | made it so famous left to be experienced.
        
           | Pet_Ant wrote:
           | Does that include people that never even played (or installed
           | the game)? Because I have lots of games I never intended to
           | play but were part of a bundle and I wanted to support the
           | developer.
        
             | Abekkus wrote:
             | There are some games that encode an achievement basically
             | for starting the story or finishing an early quest, so if
             | those complimentary achievements aren't 100%, you could
             | make that measurement
        
             | vanchor3 wrote:
             | For your total completion stats in Steam it doesn't count
             | games that you have not earned any achievements in, it may
             | be the same for global stats.
        
           | recursive wrote:
           | I'm surprised the other way. I would not expect 31% of
           | players to make it halfway through Dark Souls. I probably got
           | about 1% through it. Regardless of the "quality", I didn't
           | find it fun.
        
             | seaal wrote:
             | I still have yet to give Dark Souls a try, I was always
             | hesitant to try soul types games. But I wanna shout out
             | Elden Ring for breaking that cycle for me. Truly amazing
             | game.
        
               | recursive wrote:
               | If I'd never played Dark Souls, I almost certainly would
               | have played Elden Ring. As it is, I'm sticking to my
               | lifetime boycott of the franchise though.
        
             | Sharlin wrote:
             | Yeah, to specifically choose as an example a franchise
             | whose entire "thing" is its murderous difficulty? I'm
             | incredibly unsurprised that most people who try can't be
             | bothered to grind all the way to the end.
        
               | imtringued wrote:
               | Yeah it is odd to use an example of a difficult to finish
               | game as an example that people don't finish their games.
        
               | qiine wrote:
               | Ok maybe this is a special case haha,
               | 
               | My reasoning is that its a massively popular game that
               | was played again and again by all sorts of peoples, that
               | became renowned for their collective efforts to explore
               | every nook and cranny(including cut content still in the
               | files!).
               | 
               | But despite this unusual efforts the completion rate is
               | low like many other big profiles games.
        
           | t-3 wrote:
           | Steam's statistics are very questionable. They routinely
           | "lose" hours of playtime from games in my library and syncing
           | savegames just doesn't work half the time.
        
           | Sharlin wrote:
           | Even if that doesn't include the players who never even
           | installed the game, there's a still a fat tail of players who
           | bought it on a sale, tried it for an hour and weren't
           | interested enough to continue because there are just so many
           | other options. Things used to be very different back in the
           | era of cardboard boxes when most people didn't have an
           | abundance of choice and impulse buying games was much less of
           | a thing.
        
           | rickdeckard wrote:
           | Same on Consoles. The ratio of Players who completed the
           | Story of "The Last of Us" on Playstation (a game praised for
           | its outstanding storytelling), is a mere ~28%.
           | 
           | What's even more interesting: Almost the same stat applies
           | for the PS3 (27,2%) and the PS4-remastered (28%) release.
           | 
           | --> Something caused 72% of all players to NOT complete this
           | game, on BOTH generations of the console. That's a metric you
           | would file as opinionated if your playtesters would tell you
           | that...
        
             | PH95VuimJjqBqy wrote:
             | The fact that it's a mediocre action game might have
             | something to it. If the story/characters don't pull you in
             | there's not a lot to keep you playing.
        
           | stonemetal12 wrote:
           | I am fairly bad at those sorts of games, but the art is so
           | pretty I pick them up just to mess around.
        
           | rednab wrote:
           | The Simpsons Game (2007) on the 360 has an achievement for
           | pressing the start button. It has a 93% completion rate.
           | 
           | So 7% of the people that bought this game (and being a
           | console game, it never was part of any bundles) started it up
           | and then did _nothing_.
        
             | bluedino wrote:
             | Imagine all the books that were bought and never opened.
        
               | welfare wrote:
               | Looking at my shelf, I feel personally attacked.
        
               | me_smith wrote:
               | Don't need to imagine... looking at the bookshelf right
               | now. One day they will be opened.
        
           | stuckinhell wrote:
           | My theory is people are buying games on sales. $15 dollars is
           | loosely equivalent to a two hour movie. So as long as they
           | put in a couple hours, they feel like they've got their
           | moneys worth.
           | 
           | A game is just distraction for most people, especially as the
           | economy is cratering and other priorities come up.
        
             | JohnBooty wrote:
             | Yeah, I don't know that the rate of people who "finished" a
             | game is actually very significant.
             | 
             | There are just so many other factors that determine this,
             | unrelated to the game's actual merit.
             | 
             | Cave Story is one of my favorite games ever and I never
             | quite beat that final level. I remember trying it about
             | 10-15 times and then just getting busy with something else
             | in life and I never went back to it.
             | 
             | And I'm okay with that! It was still a wonderful
             | experience! The fact that I only made it 99% of the way
             | through really says nothing about the game itself.
        
           | cameronh90 wrote:
           | I'm one of the 68.5%. I bought it on a sale, played it for
           | like 30 mins, decided I really just hated that type of
           | gameplay, and never touched it again.
           | 
           | The bigger concern for me is getting to the end of games I
           | actually enjoy. What normally happens is something comes up
           | in life that stops me from playing for a few weeks, and then
           | when I try to pick it up again, I've forgotten how to play!
        
           | dvngnt_ wrote:
           | nah. sen's fortress is peak in level design. After O&S, the
           | game takes a dive in quality. they got out at the perfect
           | time lol
        
             | mattgreenrocks wrote:
             | Agree. The back part of the game is not as well regarded
             | these days by the fanbase.
             | 
             | For my playthrough, I thought certain sections were more
             | annoying than before, but not to a noticeable extent.
             | Besides, an okay set of levels in a FromSoft game is still
             | way ahead of most games.
        
         | dotnet00 wrote:
         | How much is this just a result of the modern games market being
         | so heavy on sales and things like Humble Bundle?
         | 
         | When I was a kid I put in my best effort to play through games
         | (well, at least before piracy) because they were relatively
         | expensive that had to be "bought" through begging and good
         | grades. Being physical copies there was also a cost to keeping
         | them.
         | 
         | Nowadays I am more likely to just buy a few year old game that
         | I was interested in for like $5 and leave it in my digital
         | library for if I ever have the time to play through it. Only to
         | usually just go back to Factorio.
        
           | rickdeckard wrote:
           | That's a good question, but I'd say even in the 90s the
           | games-market was heavily focused on sales and bundles.
           | 
           | Question is whether the ratio of completing a game was ever
           | any different.
           | 
           | I invested alot of time in some games also as a kid, but I
           | also remember lots of games I actually enjoyed but never
           | finished...
        
         | sertbdfgbnfgsd wrote:
         | > most buyers of a video game will never complete your game
         | 
         | Even content that made it into a movie won't be seen by people
         | who didn't watch the movie to the end. And it won't be seen by
         | people who didn't watch the movie at all.
         | 
         | So what? Who cares?
        
         | izacus wrote:
         | > Even the content that made it into the game will never be
         | seen by most users, as most buyers of a video game will never
         | complete your game. But if the ending is not satisfying for
         | those who complete it, they will impact the buying decisions of
         | those who never play through it anyway.
         | 
         | That's because a lot of gamers will get it in a bundle,
         | discount or as part of different passes. Those aren't the core
         | audience that would even be expected to finish the game.
         | 
         | Similarly, I'd bet that "most people" these days don't finish
         | Lord of the Rings books. Luckly we didn't have product managers
         | telling Tolkien to not finish writing the books while looking
         | at statistics saying that "most people don't finish books".
        
           | wongarsu wrote:
           | There are plenty of games I have paid good money for that I
           | didn't finish for one reason or another. Sometimes the game
           | just falls flat of my expectations (free demos went out of
           | fashion about a decade ago), sometimes it offers me a
           | compelling experience for a while, but not through the whole
           | experience. And sometimes life gets in the way. I'm not rich
           | by any measure, but I have enough disposable income that I
           | don't have to force my way through an experience I stopped
           | enjoying.
           | 
           | Similarly there are lots of books I started reading and never
           | finished, and plenty of TV shows I started and dropped at
           | some point. Even some few movies I started and never
           | finished. And that's ok. But unless they are highly
           | recommended I don't start TV shows that were canceled, and
           | similarly a bad ending is a score against me ever purchasing
           | a game or book. There is a good chance the show or game will
           | lose me before I ever get there, but why would I set myself
           | up for a bad experience in case I do like the product enough
           | to get that far?
        
             | pixl97 wrote:
             | Quite often there will be games I love, but life gets in
             | the way. Then when you try to go back, especially at higher
             | levels, it's very difficult to get in the pacing/difficulty
             | level so you just don't pick it back up. Even though it's a
             | great game and you enjoy it.
        
         | AdmiralAsshat wrote:
         | > Even the content that made it into the game will never be
         | seen by most users, as most buyers of a video game will never
         | complete your game. But if the ending is not satisfying for
         | those who complete it, they will impact the buying decisions of
         | those who never play through it anyway.
         | 
         | How is this different from any book, movie, or other form of
         | entertainment?
         | 
         | Case in point: I have not yet watched Game of Thrones, but much
         | of my momentum to watch it was stymied by fan outcry of just
         | how atrocious the final season was. If I do watch it, I will
         | probably stop before I get there.
        
           | rickdeckard wrote:
           | > How is this different from any book, movie, or other form
           | of entertainment?
           | 
           | I'd say if you spend millions to make a movie to be shown in
           | the cinema you don't expect that by default 50% will walk out
           | before the finale. But even more crucial: If that would
           | happen, your ticket-sales would plummet week-by-week.
           | 
           | > Case in point: I have not yet watched Game of Thrones, but
           | much of my momentum to watch it was stymied by fan outcry of
           | just how atrocious the final season was. If I do watch it, I
           | will probably stop before I get there.
           | 
           | The final season of Game of Thrones was based on the success
           | of the seasons before it, it was produced AFTER Season
           | 1,2,3,4,...
        
             | AdmiralAsshat wrote:
             | > I'd say if you spend millions to make a movie to be shown
             | in the cinema you don't expect that by default 50% will
             | walk out before the finale. But even more crucial: If that
             | would happen, your ticket-sales would plummet week-by-week.
             | 
             | Maybe walking out in the middle of the movie is a bad
             | analogy, but, it would certainly be applicable to the
             | streaming world, where half your audience might watch
             | Episode 1 of New Netflix series but stop watching well
             | before Episode 10.
        
               | themoonisachees wrote:
               | Valid in some way, however there is an additional half of
               | users who never launch the game at all. Several high-
               | profile games on steam have global achievement stats
               | where the achievement you get for launching the game /
               | completing the tutorial /creating a character is only
               | earned by at most 60% of people who own the game.
        
               | derefr wrote:
               | I've purchased some of my favorite games multiple times
               | -- both to support the developer, and because I prefer
               | the newer platform and don't want to have to deal with
               | playing the game on the old platform.
               | 
               | But often, after the secondary purchase, I won't actually
               | play the game again. I didn't feel like playing it again
               | in that moment where I purchased it again. I know I
               | _will_ want to replay it one day, which is why I re-
               | bought it. But until I actually do, that second copy will
               | _seem_ to be have been purchased by someone who has never
               | played the game at all.
        
               | imtringued wrote:
               | The vast majority of games aren't bought twice or
               | released. What happens is that people buy bunch of games
               | at the same time and then don't play the third or fourth
               | game.
        
               | rickdeckard wrote:
               | That's true. But you can look at specific trophies to
               | narrow down the users who actually engage but then still
               | "walk out of your story" (a ratio which of course varies
               | largely from game to game).
               | 
               | Spiderman, one of the high-profile games of PlayStation,
               | has a trophy for each of its 3 Acts of the story.
               | 
               | While 67% of the players finished Act#1, only 49%
               | actually finished Act#3.
               | 
               | So setting completion of Act#1 as a minimum to measure
               | engagement, 27% of those who "sat down" still walked out
               | before the end.
               | 
               | And that is not a sign of failure but a landmark success
               | of that industry. That's quite unique for a product of
               | creativity.
               | 
               | And even more odd: it doesn't even mean that those 27%
               | disliked your product. They might even buy your next
               | creation...
        
               | rickdeckard wrote:
               | > Maybe walking out in the middle of the movie is a bad
               | analogy, but, it would certainly be applicable to the
               | streaming world, where half your audience might watch
               | Episode 1 of New Netflix series but stop watching well
               | before Episode 10.
               | 
               | What would be "applicable"?
               | 
               | The streaming world of a TV series would be comparable to
               | a streaming world of games. Here the gaming industry is
               | largely selling products of entertainment to customers
               | who pay explicitly FOR THAT product, yet a significant
               | portion of that audience actually never fully consumes
               | it.
               | 
               | That's how it is different. CREATIVELY different. A team
               | of possibly hundreds of people invest years to create a
               | creative product which only a fraction of their paying
               | audience will ever experience in full.
               | 
               | It's like a non-Spotify world where every Artist produces
               | an Album to be sold on CD, knowing that 50% of the paying
               | audience will never hear more than Track 1-4.
        
           | echelon wrote:
           | > Case in point: I have not yet watched Game of Thrones, but
           | much of my momentum to watch it was stymied by fan outcry of
           | just how atrocious the final season was. If I do watch it, I
           | will probably stop before I get there.
           | 
           | With AI, we might one day be able to remake the last (two)
           | season(s).
           | 
           | Everything leading up to the end was magnificent and
           | breathtakingly fresh. No reason it shouldn't be salvaged.
           | 
           | I bet a lot of movies and shows will get "fixed" by fans in
           | this fashion. We've already seen dozens of Star Wars OT and
           | PT edits, several Lord of the Rings edits, and my take is
           | that this trend will grow to encompass everything as it gets
           | easier to do.
        
           | boppo1 wrote:
           | > I will probably stop before I get there.
           | 
           | Watch up to and include season 5. Then treat it as if it was
           | unfortunately cancelled.
        
             | mjrpes wrote:
             | Why not season 6 or 7? Season 8 is the one that fell off
             | the cliff. Episode S6.E9 is one of the best in all of
             | television history.
        
               | mholm wrote:
               | Season 6 was alright, with the ending making up for a
               | largely mediocre season. Season 7 was about as bad as 8,
               | but it's harder to tell because the bad moments weren't
               | character/plot altering payoffs, just teleporting around
               | the map and ignoring depth in favor of spectacle.
        
               | boppo1 wrote:
               | I just felt like 6 is where the writing became very
               | amateurish. Iirc, 5 was where source material ran out. It
               | has been a long time so I can't pick out details but I
               | recall the change in quality between 5 and 6 was pretty
               | Stark to me. One thing I remember is that instead of
               | "smart" characters really being smart, everyone else got
               | dumb as hell. Then the smart character would 'win' and
               | another would make a comment basically explaining how
               | smart they were.
               | 
               | I know a lot of people think it was good right until the
               | finale and only dislike it because a certain fan favorite
               | has a "change of character". Except it wasn't a change &
               | was obviously telegraphed since season 3 or 4.
        
               | gothrowaway83t wrote:
               | I don't think the finale is that bad. My only objection
               | is that the character didn't seem to have been pushed so
               | far based on the previous episodes. It would have been
               | better if the previous seasons showed even more conflicts
               | internally.
        
         | wingerlang wrote:
         | > Before the introduction of Trophies in console games there
         | was no way for game developers to know how far their buyers
         | actually played the game before they stopped and moved on.
         | 
         | Do console games not have analytics?
        
           | qiine wrote:
           | During the xbox 360 era it was unusual, this was and still is
           | a simple and effective solution.
        
         | stuckinhell wrote:
         | It's worse today than it's ever been. We've reached peak
         | content, people are still playing games from the playstation 1.
         | On hackernews, there was a post about someone translating old
         | japanese playstation 1 or 2 games.
         | 
         | You are starting to see diminishing returns on even the big AAA
         | games. Sony, Epic, etc are starting layoffs.
         | 
         | You are also seeing new trends with Zoomers, where they don't
         | 'play' games but have some sort of weird "meta"/"metaverse"
         | around a game like Five Nights at Freddys.
        
           | thfuran wrote:
           | >people are still playing games from the playstation 1
           | 
           | And people are seven feet tall. But nearly all people are
           | outside both of those groups.
        
             | stuckinhell wrote:
             | Not as much as you'd think. New fantasy writers often say
             | they have to compete against Lord of Rings.
             | 
             | Classics are still are demand and have social proof.
        
               | thfuran wrote:
               | Lord of the Rings isn't a PS1 game. A lot more people are
               | reading old books than are playing PS1 games. I'd assume
               | most people still playing PS1 games now are using
               | emulators, but for a sense of scale: Something like fifty
               | million more copies of Lord of the Rings have been
               | printed than PlayStations made.
        
               | norwalkbear wrote:
               | Huh emulators are in HUGE demand especially as PC gaming
               | and mobile became dominant over consoles.
        
         | manaskarekar wrote:
         | Perhaps, this is why watching someone else stream game
         | playthroughs is a popular thing.
         | 
         | You can enjoy the content/story/art/player's skill etc without
         | having to pour in the time to get to that point in the game
         | yourself.
        
         | madrox wrote:
         | This has had the follow-on effect of watering down of video
         | game difficulty over time. It's more important to see the user
         | steadily progressing throughout a game's content than see them
         | getting stuck too long (even if there's an intellectual payoff
         | when they finally figure it out). Many developers have cited
         | this as a reason for changing their game mechanics in favor of
         | ease.
         | 
         | It's arguable if this is a good or bad thing for gaming, but
         | it's unquestionable there's a connection.
        
       | cowboyscott wrote:
       | This reminds me of efforts I've been a part of to open source
       | libraries and others bits of code at companies large and small.
       | The reality is that most employment contracts consider the
       | employee's considered made for hire, meaning that ownership
       | rights, in whole or large part, are given to the employer.
       | Publishing works carries both risk and a cost to ensure the right
       | works are published under the appropriate terms, and expending
       | this effort is only in the interest of the company as a means of
       | retention (and, ironically, letting your workers display their
       | talent can easily work against retention).
       | 
       | > Over 90% of the studio work I've made over my career is locked
       | away forever
       | 
       | Speaking as a developer, my "locked away" rate is probably >99.9%
       | on a line-by-line basis. Glad to see the concept artists faring
       | better, I suppose.
        
       | 2OEH8eoCRo0 wrote:
       | Most artwork will never be seen. There is too much.
        
       | nonethewiser wrote:
       | Heres a question from a different angle: can we stop the unseen
       | art from being created?
       | 
       | Some of it may be useful internally. But a lot of it sounds like
       | wasted work.
        
         | pxoe wrote:
         | this kind of question really illustrates techbro level of
         | understanding of art. like damn, it is hopeless.
         | 
         | and some deeper inability to flip it to oneself that results in
         | shit takes like that. 'is whatever that I'm creating that
         | remains unseen - a "wasted work"? should I be stopped from
         | creating "waste work"? is that what I would like?'
        
         | JohnBooty wrote:
         | "how can we make it so that 100.0% of the code I type is
         | shipped in the final product?"
        
           | wdfx wrote:
           | That's not the same argument?
           | 
           | 100% of the code typed, or 100% of the assets created also
           | include all of the code/assets not used/visible in the game.
           | 
           | You'd rather prefer to "only ship the code written which is
           | actually reachable by all possible code paths when running in
           | production" ?
        
             | JohnBooty wrote:
             | Not sure I understand your post but let me clarify.
             | 
             | With art, you often need to produce a looooooot of
             | preliminary and intermediate work to achieve the final
             | product. This isn't wasted work, as the grandparent poster
             | seems to think.
             | 
             | It's similar (admittedly, not identical) in many regards
             | with code. Each line of code stands a high chance of being
             | revised or deleted as we iterate and get our code to a
             | working state and then continue to improve it in the
             | future. Those intermediate steps aren't wasted; they're how
             | we get to where we're going.
        
               | wdfx wrote:
               | We agree, essentially. At the risk of really labouring
               | the point though;
               | 
               | It'd be most efficient for time/cost reasons if we only
               | ship to production code which is actually used in that
               | build.
               | 
               | However, intermediate steps, or additional
               | debug/test/migration/whatever code is required to get to
               | the final state. You probably don't want to ship debug
               | stuff into production.
               | 
               | Therefore, of the total quantity of code written,
               | somewhat less than 100% is useful in production.
               | 
               | Therefore, you don't want to ship 100% of all code
               | written to production.
               | 
               | > "how can we make it so that 100.0% of the code I type
               | is shipped in the final product?"
               | 
               | This isn't necessarily desirable; but phrased slightly
               | differently perhaps reflects more about production
               | efficiency:
               | 
               | "how can we make it so that 100% of the production code
               | is the only code I typed?"
        
               | JohnBooty wrote:
               | Well, I don't disagree with what you typed there but I
               | think we're off in the weeds a bit.
               | "how can we make it so that 100% of the production
               | code is the only code I typed?"
               | 
               | We certainly want to eliminate as many unnecessary steps
               | as possible.
               | 
               | But much of that intermediate work iteration is
               | inseparable from the discovery and refinement process.
               | 
               | To answer your question literally, "how can we make it so
               | that 100% of the production code is the only code I
               | typed?" would only be possible if you moved all of that
               | discovery and iteration and refinement out of the coding
               | loop or whatever.
        
               | techdmn wrote:
               | Another approach would be to ship that first iteration,
               | no matter how broken! Though I wouldn't recommend it.
        
         | dotnet00 wrote:
         | With this idea of "wasted work", it's no wonder that many
         | people don't think twice about using AI image generators in
         | unethical ways.
        
         | whywhywhywhy wrote:
         | In a creative environment sometimes things just created to show
         | the rest of the team and communicate a theme, idea, vibe have a
         | lot of value.
        
         | raincole wrote:
         | Congrats. You invested waterfall.
        
         | imtringued wrote:
         | The answer is to never make a single mistake.
         | 
         | This is also what I consider to be one of the reasons why
         | Austrian economics is silly. They call this work
         | "malinvestment". Making mistakes is part of the process and not
         | some unfortunate distortion of it.
        
       | siffland wrote:
       | I remember play a game years and years ago (cannot recall the
       | game), you come out of a mountain cave halfway up turn left and
       | then enter another cave. However i stopped and you got a view of
       | a desert landscape (i remember it as awe inspiring, maybe
       | breathtaking, but it was years ago so in reality it was probably
       | pixelated), it looked like someone put a lot of effort into the
       | view and wondered if anyone else stopped and looked or just kept
       | going.
       | 
       | Point is, if i work on code, i refactor and refactor and try to
       | make it perfect even though it already worked and wonder how many
       | people working on games spent a ton of time on a scene in a game
       | or background or sprite to get it perfect and no one pays
       | attention. I have a friend who plays Super Mario Bros all the
       | time just to beat it and has NEVER seen world 5, 6 or 7 because
       | he always uses the warp zones (i am not implying those are
       | breathtaking worlds, if they were he would be missing out).
        
         | Terr_ wrote:
         | > years and years ago [...] out of a mountain cave [...] desert
         | landscape
         | 
         | Random-ass-guess here, but my mind throws up the "Surface
         | Tension" level in Half Life. [0]
         | 
         | [0] https://www.youtube.com/watch?v=0ZgRIifpgHQ&t=12m04s
        
       | MattRix wrote:
       | First post I've seen here from Aftermath. I think the site only
       | went live a couple days ago but seems like it's run and owned by
       | a bunch of veteran game journalists. I'm hoping it does well.
        
       | andai wrote:
       | I wanted to argue just break the NDA and leak the art.
       | (Anonymously, say your Dropbox was hacked, unlikely action will
       | be taken against you.)
       | 
       | I wanted to argue that art leaks are great for the community,
       | even if they harm the company. But I remember reading how the HL2
       | beta leak tanked morale at VALVE, and arguably if the team's
       | morale is hurt, that ultimately hurts the community too.
       | 
       | Still at some point the culture there shifted and people who had
       | been working on Episode 3 released their art, storyline etc
       | (though some later regretted it).
        
       | coretx wrote:
       | Bring back cracktro's, innovative Art. Most video game "Artwork"
       | is a more of the same industrial product not much different from
       | "Art" in advertisement. Most AI generated art will also not be
       | seen. Honestly, I don't care & i'm not the only one.
        
       | rob74 wrote:
       | > _Like yeah you can own the pictures, man, but you shouldn 't be
       | allowed to keep us from using our labor to secure future jobs._
       | 
       | As a developer, I wouldn't ever consider submitting proprietary
       | code I may still have from a previous or current job when
       | applying for another job (not least because that may leave a bad
       | impression of how I handle confidential stuff). Why should this
       | be different for artists?
        
         | woleium wrote:
         | I guess it's like sharing a compiled binary. As long as you
         | aren't sharing the "source", I.e. the vector file or the
         | layered photoshop image file, and just a low resolution jpeg
         | then it's not so bad? Not saying it's ethically okay, just that
         | it's not that useful for reuse by the target in the form it's
         | presented.
        
           | dagmx wrote:
           | Except early versions of any project may show features or IP
           | that didn't ship, that may in the future.
           | 
           | Or open you up for criticism and litigation for any number of
           | reasons.
           | 
           | Revealing stuff that's been done isn't free.
        
           | dogleash wrote:
           | What? Sharing the binary vs. source is not the kind of line
           | you get to draw unless you're the one paying for it to be
           | developed.
           | 
           | I've worked on projects that are available on the market and
           | I can't even point at it and suggest I had anything to do
           | with it, or the companies involved with making it.
        
         | raincole wrote:
         | Because artists are special.
         | 
         | No, I am not being snarky. Actually artists _are_ special: it
         | 's one of the few job where portfolios matter much more than
         | education, and as much as (or more than) interviews.
        
           | CaptainFever wrote:
           | This seems to apply to gamedev programmers as well, though
           | I'm not too sure.
        
         | norwalkbear wrote:
         | Exactly I'd get sued into oblivion.
        
       | dogleash wrote:
       | Does it matter? Like, yeah, there's a seeming incongruity at
       | first pass. But that doesn't mean it's important.
       | 
       | Games are a consumer product meant to widely available and a big
       | part of them is visual spectacle. Some of the visuals designed in
       | creating that product are kept secret. I see the apparent
       | contradiction, but the lede of this article calls that "one of
       | the greatest injustices."
       | 
       | You what mate?
        
         | hwestiii wrote:
         | yes. AKA "business"
        
         | seanhunter wrote:
         | Precisely. A huge amount of work in every field never sees the
         | light of day. That doesn't mean it's not important, it just
         | means the person doing the work is curating what goes "above
         | the waterline" and what stays in the background as prep.
         | 
         | The obvious example of this same thing in literature is
         | Tolkein, who invented whole alphabets and languages but only
         | included tiny fragments of them in his published works (prior
         | to his death - obviously his estate has been releasing
         | everything remorselessly).
         | 
         | Or an example from a totally unrelated field, there are lots of
         | cases in say maths where you have to do a bunch of work to
         | choose a value but that's considered "scratch work" so gets
         | removed when you submit the final version. So everyone sees
         | your epsilon-delta proof of a limit for example, they see your
         | brilliant choice of delta but the work you put into finding the
         | delta isn't part of the proof. The proof just shows that choice
         | of delta makes the proof work for any epsilon. Noone reading it
         | gets to know how you figured that out, because that's not what
         | a proof is for.
         | 
         | In the case of games, the artwork that isn't released is part
         | of the worldbuilding and refining the concept for the game.
         | It's absolutely not wasted effort even if it's never seen by
         | anyone outside the dev team.
        
         | corysama wrote:
         | The meat of the article is not talking about an injustice to
         | the consumer. It's arguing that there's an injustice to the
         | artist because artists' portfolios are critical to their career
         | advancement. It's not enough to say "I worked on this team."
         | You need to literally show your personal results in detail to
         | get your next job. But, artist employers are requiring that the
         | majority of their results be locked in a vault forever.
         | 
         | Some are even pushing to claim ownership of _all_ art made
         | during employment. That 's blatantly a move to repress the
         | employee's negotiating power.
        
           | MichaelZuo wrote:
           | I don't buy the argument, there are way too many game studios
           | for them all to be like that, some will offer friendlier
           | terms and will become somewhat more attractive to artists,
           | while the restrictive studios will become somewhat less
           | attractive.
        
             | corysama wrote:
             | I get what you are saying. I also received a settlement
             | check from a group of major game & movie studios who
             | admitted to actively colluding to suppress wages.
             | 
             | This case isn't even explicit collusion. It's a "That's
             | just the way it is, kid. Deal with it." implicit collusion.
        
       | wly_cdgr wrote:
       | Oh, I thought the article was going to be about how it's because
       | people suck at games. But I guess these days with lets plays you
       | don't have to earn the right to see the later levels.
        
       | crazygringo wrote:
       | This article is specifically about not being able to include some
       | of your work in your portfolio, and this is not a problem that's
       | unique to video game artists. It's true of all sorts of people in
       | the entertainment industry -- writers, actors, and so forth.
       | 
       | But in reality it's not really a problem. Sure, you absolutely
       | _cannot_ take past contracted work that never saw the light of
       | day and put it in a public portfolio without permission. Rightly,
       | no team wants any part of the creative process leaked, except
       | when the people at the top choose to.
       | 
       | But this still leaves:
       | 
       | 1) A public portfolio of stuff that was actually released by the
       | companies (final video game clips, movie clips, etc.)
       | 
       | 2) A public portfolio of personal material -- projects of your
       | own, designed to showcase your talents at their absolute best
       | 
       | 3) A _private_ portfolio of unreleased stuff that you can
       | selectively and judiciously show in _private_ interviews, _when
       | it 's not competing_ (e.g. show your Dove soap ads to Snickers,
       | don't show them to Dial soap)
       | 
       | And that generally works quite well. Especially your personal
       | portfolio of material (#2) -- everything you work on
       | professionally is often compromised by top-down direction. But
       | when you create stuff that's 100% yours, it allows you to show
       | your unique gifts in the best possible light.
        
         | product-render wrote:
         | It is a problem that (3) is something that could get you sued,
         | depending on the specifics, although I'll grant that almost
         | never happens.
         | 
         | I have work for major big brands that I suspect would land me
         | more clients but I can't even mention the relationship. I
         | signed the NDA, so it wasn't a surprise, but it is frustrating
         | that the power imbalance allows that.
        
           | phendrenad2 wrote:
           | HN skews toward believing that if you can be sued, you will
           | be. It's the infinite monkeys theory applied to contract law.
        
       | jameslars wrote:
       | A similar realization had a major impact on how Blizzard
       | approached end-game raiding in WoW. In the first 2 expansions,
       | only the most dedicated players were seeing the final boss and
       | culmination of the storylines. It took 40 players working
       | together to get there, and those 40 players had to execute
       | complex fights in order to reach the end. Though a very rewarding
       | experience for those who could do it, Blizzard did the math and
       | realized they were excluding the VAST majority of their
       | playerbase from the coolest content. They were spending tons of
       | money creating this content and no one was experiencing it!
       | 
       | In the 3rd expansion and ever since then, end game content has
       | been tuned to be a lot more forgiving and to require less people.
       | There are still complex and rewarding fights, but ramping up the
       | difficulty is "opt-in" generally speaking.
       | 
       | This is likely one of the reasons the game remained so successful
       | for so long. Prior to this mentality shift, it was very common
       | for end game MMO content to only be seen by a small minority of
       | the players.
        
         | kridsdale3 wrote:
         | A similar thing happened with Star Wars Galaxies. Part of the
         | original pitch was that like <1% of players would have access
         | to the Force. Only from there with super hard training could
         | they be Jedi. This matches the lore of the universe, Jedi
         | (especially in the OT era) are the most rare creatures.
         | 
         | This was accurate, and would make seeing a Jedi in the game
         | world the coolest thing imaginable, but it was a disaster for
         | the finances of running the game.
         | 
         | Obviously, EVERYONE wants to be a Jedi. So they re-tooled it so
         | that anyone could. Eventually the whole game was replaced with
         | another MMO that was set in the ancient ages when they were
         | common.
        
       | SpaceL10n wrote:
       | There are no examples of video game artwork in this article,
       | sadly. I'm sure it's a good read, but I clicked it just for the
       | art.
       | 
       | found https://www.creativeuncut.com/ instead
        
       | corethree wrote:
       | 1 year ago this article would have been much more relevant. With
       | the advent of image generation via AI, artwork is becoming more
       | commoditized and this is becoming less relevant.
       | 
       | It's sad to see this happen in a year but this is literally the
       | first thing I thought about when I read the headline.
        
       | kossTKR wrote:
       | A tangent but reminds me of the fact that even though we have
       | millions of photographers with amazing cameras, most news and
       | culture sites display images in low quality.
       | 
       | So most great photos will also never been seen. I remember Boston
       | Globe from years ago with great photo content that really
       | captured the vibe of so many places and people in the news.
       | 
       | These days news means boring propaganda PR pictures or tiny
       | images with artifacts, very weird. It's like we're not as close
       | to the actual world as we were 10+ years ago.
       | 
       | Probably also about licensing, but it's stupid because most
       | photos won't end up as "pressphoto of the year" or whatever they
       | are saving their HQ versions for.
        
         | Lord-Jobo wrote:
         | This bothers me a lot. It reminds me of old movies and tv shows
         | using garbage low quality props that eventually look like
         | monopoly money instead of dollars at current resolutions,
         | because the quality of broadcast and even projection at the
         | time of filming was so low nobody would be able to tell. future
         | proof your work for gods sake
        
       | madrox wrote:
       | This article feels like the art equivalent of engineers saying
       | the code they write in their jobs will never be open sourced. I
       | mean, yeah, that's somewhat unfortunate, but not all businesses
       | can survive operating that way, and you kind of know what you
       | signed up for when you went in. It seems like the artists
       | interviewed in this article know that, but would like to see some
       | reasonable limits placed on it, like a statute of limitations.
       | 
       | I can relate. Once, say, 10 years have passed, the only people
       | who care about that code I wrote for a job 10 years ago would
       | probably be me, and I'd like to be able to do with it what I
       | want.
        
       | johnea wrote:
       | > "...worlds we inhabit and the characters we fall in love with."
       | 
       | To paraphrase Lenny Bruce:
       | 
       | What do you mean "we" kimosabe...
        
       | Atrine wrote:
       | > While some of the commercial reasons for keeping game art under
       | wraps make sense, many artists working in the video game industry
       | say they're subject to a power imbalance, even in full-time
       | studio positions, that sees the bulk of their work locked away in
       | vaults, where not only can fans never see them but where artists
       | can't share them either, not even in professional settings like
       | job applications or portfolios.
       | 
       | This is actually a pretty big problem. My cofounder and I run a
       | small video game studio and we worked with our lawyers to figure
       | out how to protect artists as well as the company in a way that
       | seemed fair. What we came up with was a general blanket rule that
       | if an artist's work gets used in any public way (promo materials,
       | game launch) then they can use that work immediately for their
       | public portfolios. In the situation where it's not released we
       | have end dates in the contracts for when they can use their work
       | in their portfolios.
        
         | rickdeckard wrote:
         | > If an artist's work gets used in any public way (promo
         | materials, game launch) then they can use that work immediately
         | for their public portfolios
         | 
         | Do you see this case being prohibited as the norm for other
         | studios? (the cited section only talks about art "locked away
         | in vaults")
         | 
         | > In the situation where it's not released we have end dates in
         | the contracts for when they can use their work in their
         | portfolios.
         | 
         | That's actually quite charitable, but IMO understandable how
         | difficult this is for larger companies. After all your company
         | paid for that product of work, which also reveals parts of your
         | creative process.
         | 
         | Imagine Ford paying someone to make five car-designs, ending up
         | using one of them and ultimately losing full control over the
         | remaining four...
        
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