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  3. Helldivers 2 and Palworld devs wish players understood that 'easy' additions and updates are sometimes really hard: 'That's half a year's work. That takes six months'

Helldivers 2 and Palworld devs wish players understood that 'easy' additions and updates are sometimes really hard: 'That's half a year's work. That takes six months'

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  • M [email protected]

    That's nothing new.

    Gamers who don't know any programming, or maybe made a little utility for themselves. Looovee to bring out the old "just change one line of code", "just add this model", etc. to alter something in a game.

    They literally do not understand how complex systems become, specially in online multiplayer games. Riot had issues with their spaghetti code, and people were crawling over eachother to explain how "easy" it would be to just change an ability. Without realizing that it could impact and potentially break half a dozen other abilities.

    J This user is from outside of this forum
    J This user is from outside of this forum
    [email protected]
    wrote last edited by [email protected]
    #90

    Well why didn't you start 6 months ago. It's not my problem. I paid full price. If you wanna be left the fuck alone sell games for $15 and take your time no one will bother you. When you start asking $80 a game the price sets expectations. Devs lack of planning is not my problem as a consumer.

    T D 2 Replies Last reply
    2
    • anyoldname3@lemmy.worldA [email protected]

      I think for something like this, you'd rent cloud servers as you'd expect the number of concurrent users to change over time and ideally would be able to spin up more capacity when you need it without having to have those machines available all the time. You still need some kind of system that decides when to order more capacity with enough warning that it's actually available (you can tell AWS you want a VM immediately, but it still takes a couple of minutes to transfer your data onto it and boot it up, which is longer than people want to sit in a loading screen) and decides which servers to assign to which users.

      rayquetzalcoatl@lemmy.worldR This user is from outside of this forum
      rayquetzalcoatl@lemmy.worldR This user is from outside of this forum
      [email protected]
      wrote last edited by
      #91

      Interesting!

      What kind of system would allow for that? Would queueing help?

      anyoldname3@lemmy.worldA 1 Reply Last reply
      1
      • S [email protected]

        When a dev with game dev experience says something should be easy to fix, it's under the assumption of a reasonable code base. Most games are built off of common engines and you can sometimes infer how things are likely organized if you track how bugs are introduced, how objects interact, how things are loaded, etc...

        When something is a 1 day bugfix under ideal conditions, saying it will take 6+ months is admitting one of:

        • The codebase is fucked
        • All resources are going to new features
        • Something external is slowing it down (palworld lawsuit, company sale, C-suite politics, etc...)
        • Your current dev team is sub par

        Not that any of those is completely undefendable or pure malpractice, but saying it "can't" be done or blaming complexity is often a cop out.

        K This user is from outside of this forum
        K This user is from outside of this forum
        [email protected]
        wrote last edited by
        #92

        In the real world there is no entirely reasonable code base. There's always going to be some aspects of it that are kind of shit, because you intended to do X but then had to change to doing Y, and you have not had time or sufficient reason to properly rewrite everything to reflect that.

        We tend to underestimate how long things will take, precisely because when we imagine someone doing them we think of the ideal case, where everything is reasonable and goes well. Which is pretty much guaranteed to not be the case whenever you do anything complex.

        S 1 Reply Last reply
        7
        • V [email protected]

          But other media said that coding is as simple as asking couple of question on chat.

          R This user is from outside of this forum
          R This user is from outside of this forum
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          wrote last edited by
          #93

          Copilot, add destructible terrain to my game please

          B 1 Reply Last reply
          12
          • rayquetzalcoatl@lemmy.worldR [email protected]

            Interesting!

            What kind of system would allow for that? Would queueing help?

            anyoldname3@lemmy.worldA This user is from outside of this forum
            anyoldname3@lemmy.worldA This user is from outside of this forum
            [email protected]
            wrote last edited by
            #94

            Unfortunately, I'm not the right kind of software engineer to answer in more detail than that.

            rayquetzalcoatl@lemmy.worldR 1 Reply Last reply
            1
            • J [email protected]

              Well why didn't you start 6 months ago. It's not my problem. I paid full price. If you wanna be left the fuck alone sell games for $15 and take your time no one will bother you. When you start asking $80 a game the price sets expectations. Devs lack of planning is not my problem as a consumer.

              T This user is from outside of this forum
              T This user is from outside of this forum
              [email protected]
              wrote last edited by
              #95

              Do you yell at waiters by any chance?

              1 Reply Last reply
              4
              • S [email protected]

                When a dev with game dev experience says something should be easy to fix, it's under the assumption of a reasonable code base. Most games are built off of common engines and you can sometimes infer how things are likely organized if you track how bugs are introduced, how objects interact, how things are loaded, etc...

                When something is a 1 day bugfix under ideal conditions, saying it will take 6+ months is admitting one of:

                • The codebase is fucked
                • All resources are going to new features
                • Something external is slowing it down (palworld lawsuit, company sale, C-suite politics, etc...)
                • Your current dev team is sub par

                Not that any of those is completely undefendable or pure malpractice, but saying it "can't" be done or blaming complexity is often a cop out.

                T This user is from outside of this forum
                T This user is from outside of this forum
                [email protected]
                wrote last edited by
                #96

                The correlation between code quality and game quality is almost negative. When you're doing groundbreaking stuff or going for your own artistic vision it's tough to code well, even more so when you hit a jackpot and have to expand quickly (e.g. League spaghetti, Palworld)

                1 Reply Last reply
                4
                • sortekanin@feddit.dkS [email protected]

                  menu system

                  I think you are vastly underestimating how complicated menu systems and UI in games are. I have a friend who works as a professional game developer in a small studio and far as I heard, he's spent most of his time just working on their UI/menus.

                  Changing these things is neither easy nor fast.

                  D This user is from outside of this forum
                  D This user is from outside of this forum
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                  wrote last edited by
                  #97

                  Correct. Once again, Gamers take developers for granted because something LOOKS like it's simple, but it rarely ever is. It's hella frustrating to deal with this every day as a dev, but I guess that's what you sign up for in this line of work.

                  1 Reply Last reply
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                  • J [email protected]

                    Well why didn't you start 6 months ago. It's not my problem. I paid full price. If you wanna be left the fuck alone sell games for $15 and take your time no one will bother you. When you start asking $80 a game the price sets expectations. Devs lack of planning is not my problem as a consumer.

                    D This user is from outside of this forum
                    D This user is from outside of this forum
                    [email protected]
                    wrote last edited by [email protected]
                    #98

                    Gamer who doesn't understand how gamedev works gets mad at guy telling them they don't get how gamedev works, demanding their treats get here, right now anyway after being told it actually takes a bit to make. News at 11.

                    J 1 Reply Last reply
                    1
                    • anyoldname3@lemmy.worldA [email protected]

                      Unfortunately, I'm not the right kind of software engineer to answer in more detail than that.

                      rayquetzalcoatl@lemmy.worldR This user is from outside of this forum
                      rayquetzalcoatl@lemmy.worldR This user is from outside of this forum
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                      wrote last edited by
                      #99

                      Fair! I'm in web so wouldn't know either. What kind of software do you work in? I've been thinking about jumping careers lately after realising that I quite like architecting a more complex system, and sort of hate working with front end web dev😂

                      1 Reply Last reply
                      0
                      • F [email protected]

                        My favorite one is "Just add multiplayer".

                        Sure. I'll just go right ahead and toggle it in the engine. Why didn't I think of that?

                        businessfish@lemmy.blahaj.zoneB This user is from outside of this forum
                        businessfish@lemmy.blahaj.zoneB This user is from outside of this forum
                        [email protected]
                        wrote last edited by
                        #100

                        lemme just bang out a complete rewrite of the game functionality over lunch

                        1 Reply Last reply
                        3
                        • M [email protected]

                          If gamers are bitching about a game not adding a whole new island, you should ignore them because they're clearly idiots.

                          If gamers are bitching about your menu system being navigable by someone with less than a PhD (cough, Risk of Rain 2 on console, cough), and you're estimating that will take 6 months to fix, then that's because you (as a company) coded your software badly.

                          killeronthecorner@lemmy.worldK This user is from outside of this forum
                          killeronthecorner@lemmy.worldK This user is from outside of this forum
                          [email protected]
                          wrote last edited by
                          #101

                          Describing design problems and attributing them to "bad code" is part of the problem tbh. The issue in your example started long before any code was written.

                          1 Reply Last reply
                          1
                          • D [email protected]

                            Gamer who doesn't understand how gamedev works gets mad at guy telling them they don't get how gamedev works, demanding their treats get here, right now anyway after being told it actually takes a bit to make. News at 11.

                            J This user is from outside of this forum
                            J This user is from outside of this forum
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                            wrote last edited by [email protected]
                            #102

                            Found the lazy dev

                            D 1 Reply Last reply
                            0
                            • R [email protected]

                              Copilot, add destructible terrain to my game please

                              B This user is from outside of this forum
                              B This user is from outside of this forum
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                              wrote last edited by
                              #103

                              I dont think anyone will claim that destructible terrain is an easy addition.

                              capt_wolf@lemmy.worldC 1 Reply Last reply
                              5
                              • J [email protected]

                                Found the lazy dev

                                D This user is from outside of this forum
                                D This user is from outside of this forum
                                [email protected]
                                wrote last edited by [email protected]
                                #104

                                Yeah, you're probably right, the video game you personally made is probably better and we're just lazy. BTW I demand 20 hours of brand-new content to be released next week, and it better be cutting-edge, uniquely interesting and creative, bug-free and $4.99, or else you're a lazy dev, too.

                                It's genuinely funny watching these people learn absolutely nothing when slapped in the face with hard facts.

                                J 1 Reply Last reply
                                0
                                • dumblederp@aussie.zoneD [email protected]

                                  My Helldivers gripe is that the war bonds cost too much for the casual player. 1000 super credits takes a while to gather, and even grind. Paying actual money for them is about $25aud per war bond. I think there's eight war bonds now? That's a full day's income, and you still need to collect medals to unlock the contents of the warbond.

                                  Edit: You all don't need to explain this to me, I'm aware of the options for getting super credits. None of that changes how I feel about the game and that I'm losing interest because of it.

                                  Y This user is from outside of this forum
                                  Y This user is from outside of this forum
                                  [email protected]
                                  wrote last edited by
                                  #105

                                  I’m hoping after we beat back the squids the devs give us another free warbond. That should hopefully bridge the gap for new or players who cannot spend money on the game.

                                  1 Reply Last reply
                                  0
                                  • sortekanin@feddit.dkS [email protected]

                                    menu system

                                    I think you are vastly underestimating how complicated menu systems and UI in games are. I have a friend who works as a professional game developer in a small studio and far as I heard, he's spent most of his time just working on their UI/menus.

                                    Changing these things is neither easy nor fast.

                                    I This user is from outside of this forum
                                    I This user is from outside of this forum
                                    [email protected]
                                    wrote last edited by [email protected]
                                    #106

                                    The ROR2 new game menu has only a few elements:

                                    • Character select
                                    • loadout select
                                    • difficulty select
                                    • artifact select
                                    • DLC select

                                    That's it.

                                    I know it isn't completely trivial, but as someone with many years of experience making (small) indie games, I know for a fact that a menu like that it should only be changing a few global variables. It's a frontend with very little backend to consider.

                                    Something like that is not a year's work. I could agree with a month, and even at that, most of it will be testing, not design.

                                    And tbh - the main problem with it isn't even its design (the design is fine) just its controls. You inexplicably have to use the D-pad for character select, but the analog stick for everything else, apart from switching to difficulty select with R2. Why not navigate the whole menu with either D-pad or left stick? That should only take a week to fix at the absolute maximum, unless they've managed to tie the code in a spaghettified knot that's unnecessarily coupled with actual game mechanics.

                                    D 1 Reply Last reply
                                    2
                                    • B [email protected]

                                      I dont think anyone will claim that destructible terrain is an easy addition.

                                      capt_wolf@lemmy.worldC This user is from outside of this forum
                                      capt_wolf@lemmy.worldC This user is from outside of this forum
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                                      wrote last edited by [email protected]
                                      #107

                                      Sure it is, you just implement depth map deformation into the static terrain, totally doable! Then you just tie in a strain system to all the game's models so they fall when they don't have enough support, then add destruction animations for every static model and falling animations for every character. Totally easy, they had that back when the original Red Faction came out for PS2, the devs are just lazy! /s

                                      1 Reply Last reply
                                      5
                                      • K [email protected]

                                        In the real world there is no entirely reasonable code base. There's always going to be some aspects of it that are kind of shit, because you intended to do X but then had to change to doing Y, and you have not had time or sufficient reason to properly rewrite everything to reflect that.

                                        We tend to underestimate how long things will take, precisely because when we imagine someone doing them we think of the ideal case, where everything is reasonable and goes well. Which is pretty much guaranteed to not be the case whenever you do anything complex.

                                        S This user is from outside of this forum
                                        S This user is from outside of this forum
                                        [email protected]
                                        wrote last edited by
                                        #108

                                        I agree, real code always has tradeoffs. But there's a difference between a conceptually simple change taking 3 weeks longer than planned and 6 months. The reality is game code is almost always junk and devs have no incentive to do better.

                                        Getting a feature functional and out for launch day is the priority because you don't have any cash flow until then. This has been exacerbated with digital distribution encouraging a ship-now-fix-later mentality.

                                        This means game devs don't generally have experience with large scale, living codebases. Code quality and stability doesn't bring in any money, customer retention is irrelevant unless you're making an mmo.

                                        S 1 Reply Last reply
                                        1
                                        • S [email protected]

                                          I agree, real code always has tradeoffs. But there's a difference between a conceptually simple change taking 3 weeks longer than planned and 6 months. The reality is game code is almost always junk and devs have no incentive to do better.

                                          Getting a feature functional and out for launch day is the priority because you don't have any cash flow until then. This has been exacerbated with digital distribution encouraging a ship-now-fix-later mentality.

                                          This means game devs don't generally have experience with large scale, living codebases. Code quality and stability doesn't bring in any money, customer retention is irrelevant unless you're making an mmo.

                                          S This user is from outside of this forum
                                          S This user is from outside of this forum
                                          [email protected]
                                          wrote last edited by
                                          #109

                                          And games are usually one and done, so there's even less motivation to write sustainable code.

                                          1 Reply Last reply
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