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"It's your show, wrap it up" Star Citizen is under fire once again as developers hosted a playthrough on a private developer build that still ended in disaster Streamers were faced with two hours of bugs, desync, weapon reload issues, an inability to finish the content and even devs...

269,820 Aufrufe • vor 8 Tagen •via X (Twitter)

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Because people genuinely still don't understand how long it takes to develop major features and entire new game modes: Gavin Winter (Senior Systems Designer OW) on Emongg's stream mentioned that there's been a whole separate team dedicated to making the new Stadium mode for "a lot of the time" Gavin has been at Blizzard. For context, Gavin has been at Blizzard for nearly 4 years. He also mentions that gameplay engineers have been working on Stadium "for the past few years". Stadium having been worked on for 3 years lines up with the timeline of Hero Missions being publicly announced to be cancelled in May 16th 2023, with strong rumours that indicate Hero Missions were internally scrapped at least a year before that. Meaning that if developers were reassigned from Hero Missions to Stadium in early 2022; it has now been 3 years almost exactly to the day - lining up with the timeline Gavin alluded to in his comments. People also need to remember it's been nearly a year and a half since the Diablo collaboration when we first got to see some of the early testing of perks/skill trees in gameplay publicly. We just didn't know what project we were publicly testing for until now. It makes sense to reassign developers and convert the work done on PvE into something more in line with the true direction of OW which is PvP game play. Stadium is the result of that, taking the best parts from the old Hero Missions project and transforming it into something else that works better for the current game. All of this to say; development doesn't happen in 2 months. To the dismay of the far too many people that somehow think it does.

Kev Walker

367,294 Aufrufe • vor 1 Jahr

Are game developers doomed? Claude Fable 5 just did 6 years of my work in an afternoon. I don't think game developers are doomed. But our industry is about to change faster than almost anyone expects and I just watched it happen with my own game. Let me give you a concrete example. I started building Moonga when I was 17. After high school, I took a gap year before university and spent the whole year building the first version an online trading card game, back when web games were still in their infancy. It wasn't perfect. It was the work of a young developer. But it worked, people played it, and it proved the concept. In 2008 I rebuilt it from scratch, created a company, hired a team, modernized rules, redesigned experience, and we spent about a year and a half of work for an iPhone version. We launched on the App Store in 2010. Over the years we invested close to a million dollars. The game became especially successful in Japan and developed a loyal community. Ironically, our biggest challenge was never creating content it was maintaining the technology. Back then, iOS and Android meant separate codebases. A web version meant a third. Every feature, every bug fix, every improvement had to be duplicated across platforms. The maintenance cost was enormous. Fast-forward to today. I gave Claude Fable 5 the complete source code of Moonga roughly 500 cards, each with its own abilities and gameplay logic. It's years of accumulated game rules, edge cases, and design decisions. Five or six hours later, I had a fully playable version running on a modern multiplatform stack. One codebase. Web. Mobile. Modern architecture. A few more prompts and I was polishing interface and gameplay. It's not production-ready I could spend another week on animations, UX, and visual polish. But that's not the point. The point is this: years of accumulated development knowledge were enough for Fable 5 to recreate the entire game on a modern stack in a single afternoon. That doesn't erase the original work. Someone still had to invent the mechanics, balance 500 cards, design the systems, create the assets, ship the first implementation. But once that knowledge existed, rebuilding it became almost free. That's the real shift. The cost of implementing software is collapsing. The value is moving toward ideas, game design, content, world-building, community, and taste. We're entering an era where a small team or even a single developer can build what used to take dozens of engineers. For game developers, that's both terrifying and exciting. The question is no longer "Can I build this?" It's "What should I build, now that implementation is no longer the bottleneck?"

Shaban Shaame

34,563 Aufrufe • vor 1 Monat