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andaiyesterday at 7:58 PM5 repliesview on HN

What nobody told him is that it doesn't matter. The most beloved games have the shittest code.

The goals of getting a job in the industry, and making a game people love, have completely different requirements, with surprisingly little overlap.

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As for the latter (game industry requirements) I read this article a while back.

https://lazyfoo.net/articles/article11_top-ten-mistakes-game...

There's a great list of Fundamentals halfway through. Though I have no frame of reference for how reasonable it is. (Is the average game dev really expected to implement a rigidbody sim from scratch?)


Replies

LarsDu88yesterday at 8:46 PM

I feel there was a very narrow time window in the 90s when a bunch of game franchises were started where the devs could get away with shipping stuff with a ton of bugs. The first two Fallout games come to mind. So does the original Deus Ex. This is definitely the exception not the rule though! Hardware constraints weed out shitty (or at the very least suboptimal) code very quickly.

This is the exception not the rule however. If there's one unifying thing about games that succeed despite major issues with the code its that the developers tend to have extensive experience playing board games and can make a compelling gaming experience without having a game with all the bells and whistles.

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jordandyesterday at 8:18 PM

There's numerous studios across the games industry that have high coding standards, mandatory code reviews, and expect upskilling. Game complexity keeps increasing, and live service games in particular need to be stable and well maintained and very well engineered in the first place. For many games, the days of games being pressed to disk, shipped out and done with (where bad code is fine) are long gone.

ivanjermakovyesterday at 8:37 PM

> The most beloved games have the shittest code

Do you have data supporting that? My favorite games (Factorio, Noita, Song of Syx to name a few) all share in common devs' passion and expertise. I don't have any example of a good game with shitty code.

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jeremyjhyesterday at 8:49 PM

What TFA describes is not someone who wrote poor quality code, but someone who could write no code at all, before the era of AI.