Game Development Caution
Summary
TLDRIn this video script, Tim reflects on the changing landscape of game development, highlighting 'development caution' as a growing trend. He shares three anecdotes illustrating the shift from a more agile and passionate approach to one that is more cautious and corporate. Tim emphasizes the importance of taking risks and maintaining passion to prevent games from becoming mundane, and encourages developers to create without excessive oversight. He concludes by expressing concern over the impact of this caution on the industry's creativity and innovation.
Takeaways
- 📝 The speaker, Tim, discusses the evolution of game development from a more personal and passionate approach to a more cautious and corporate one.
- 🔑 Tim highlights three stories to illustrate the shift in attitudes towards game development, focusing on management, task estimation, and creative discussions.
- 🤔 He observes that modern game development is characterized by 'development caution,' with an emphasis on padding time estimates and seeking consensus, often at the cost of innovation and passion.
- 🚫 The first story reveals a resistance to the traditional whiteboard task assignment method, with team members threatening to quit if their names were publicly associated with tasks.
- 🕒 In the second story, a simple combat AI feature request was overestimated to take four weeks, showcasing a discrepancy between the perceived complexity and the actual simplicity of the task.
- 🗣️ The third story describes the creative and passionate discussions between Tim and Leonard, which were misinterpreted by others as arguments, reflecting a misunderstanding of their collaborative dynamic.
- 💡 Tim suggests that caution in game development can lead to fewer bugs and less stress, but it also stifles creativity and the charm of games that come from taking risks.
- 🎮 He argues that the rise of microtransactions, pre-orders, and early access for additional payments are symptoms of the industry's shift towards a money-driven focus.
- 📉 Tim laments the loss of passion in game journalism, where reviews have become more cautious and calculated to avoid controversy and generate clicks.
- 🛑 He concludes by encouraging developers to take risks and iterate quickly, rather than being overly cautious and producing mundane games that lack character.
- 🔄 The resolution of the stories involves finding alternative solutions, like using Confluence for task visibility, accepting the two-week estimate for the AI feature, and continuing passionate discussions behind closed doors.
Q & A
What was Tim's approach to managing tasks during the development of Fallout?
-Tim used two whiteboards to manage tasks: one for listing features or content that needed to be completed and another for the top 10 most severe bugs. Each item was assigned to a specific person, and this was done to ensure everyone knew what needed to be worked on when they started their day.
How did the team's reaction differ when Tim tried the same whiteboard task management method at Carbine Studios 10 years later?
-The team at Carbine Studios was overwhelmingly against using the whiteboard method. They felt it was too transparent and would make them uncomfortable, even if names were not listed next to the tasks.
What was the simple combat aggression code Tim requested for The Outer Worlds and why was it important?
-The simple combat aggression code Tim requested was a basic system where NPCs would track who had shot them and how much damage they took, then prioritize attacking the person who had done the most damage. This was important as it allowed for more dynamic and engaging combat AI that could be expanded upon later.
Why did the programmer initially estimate four weeks to implement the combat aggression code, and how did Tim respond?
-The programmer initially estimated four weeks for the task, which Tim found excessive given the simplicity of the code. Tim pushed back, explaining that he had written similar code before and it should only take about 45 minutes. After a discussion, the programmer agreed to a two-week estimate.
What was the issue with the development team's communication style when discussing features with Leonard?
-Tim and Leonard would get very passionate and vocal when discussing features, often raising their voices and using whiteboards. This was misinterpreted by others as an argument, causing some team members to feel uncomfortable.
What is 'development caution' as described by Tim, and why is he concerned about it?
-Development caution refers to an overabundance of caution in game development, such as padding time estimates and seeking excessive approval before making decisions. Tim is concerned because this approach can stifle creativity and innovation, leading to less charming and risk-taking games.
How has the rise of development caution affected the game industry according to Tim?
-The rise of development caution has led to games becoming more corporate-driven and focused on financial success, with less emphasis on creativity and unique ideas. This has resulted in more cautious game designs, microtransactions, pre-orders, and early access for additional payments.
What is Tim's view on the Indie game space in relation to development caution?
-Tim believes that the Indie game space is richer in ideas because Indies tend to take more risks and have less caution. He sees AAA games sometimes borrowing features and ideas from Indie games, which can lead to a lack of originality in mainstream games.
How has Tim observed caution affecting game journalism?
-Tim has noticed that game journalists have become more cautious in their reviews to avoid controversy or being excluded from early access and press events. This has led to less passionate and honest reviews, with a focus on generating clicks rather than providing critical feedback.
What solution did Tim implement for managing tasks in The Outer Worlds instead of the whiteboard method?
-Instead of the whiteboard method, Tim created a personal Confluence page where he listed the top 10 tasks he wanted to focus on each week. This allowed team members to see the priorities without feeling the pressure of being publicly assigned to specific tasks.
What is Tim's advice for game developers regarding development caution?
-Tim advises game developers to be passionate, take risks, and not rely on committees for approval. He encourages rapid iteration to refine ideas rather than being overly cautious, which can lead to mundane and passionless games.
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