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parineum • today at 3:18 PM • 1 reply • view on HN

Also, aside from the dupe bugs, his "improvements" in Diablo 3 I consider it's downside. Changes that are framed as QoL changes in games are very frequently just reductions in risk or investments in your character.

His general outlook seems to be that the small teams of the past creates more rough edges and that the larger teams on modern AAA games creates a smoother experience but requires more concern for income because the cost is so much higher for the larger team.

I get that comparison but I think he's totally missed the advantages of the small team. The cheaper dev cost means less risk of financial ruin if the game fails which means innovations are less risky. Less developers means the vision of one person can shine through more which results in a more creative end-result, for better or worse.

The "too many cooks" in the kitchen is a real problem of modern software, especially games. Huge budgets mean games need huge audiences to be successful which means everyone needs to like it. The death of productivity software is, unsurprisingly, anything that stands in the way of productivity. The save bugs he mentions are real killers. But for games, as an art form, the turn from focusing on the vision of the artist to the desires of the audience makes for uninspiring work.

I'll take bugs all day long if it comes with a unique experience.


Replies

hilariously • today at 3:49 PM

To me that is a sign of someone who games a lot, they've maybe not a chef themselves but are always in search of new flavors and experiences.

Whilst there are many epicureans, the vast majority of time played/food consumed is going to be pretty bland, and the audience both wants and expects that.

Thankfully there is room enough for both, and I think the tension between them is interesting.

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