It’s ok to recognize a thing as a business success but a technical failure. In fact many software projects are business successes despite awful and unforgivable quality compromises. You don’t get to whitewash it just because the thing prints money.
This is not small. This kind of incompetency if employed in a different sector such as security would lead to losing personal data of millions.
> “it’s a miracle software works at all”
This is not the case here. Please re-evaluate your calibration on this topic.
2. this kind of incompetence exists in all other sectors. That's why pentests are so crucial, and why they guard the security of millions.
3. we'll have to agree to disagree that it's a minor miracle. Having seen the complexity firsthand, it's quite amazing.
The complexity is in reverse engineering the binary. The developer has access to the full source code and the profiling tools I presume.
Another one is in Microsoft Flight Simulator, instead of downloading multiple archives, it downloads one, unzips it using a single CPU core and then downloads another one. MSFS 2020 takes a few hours to install and that's not just because of the internet connection, but this shitty installation code.
This is what you'd need to decide. And then afterwards, it might not print as much money as you think it will.
It's easy looking at it from the outside. Not so easy from the inside.
I'll meet you halfway though: they should have had profiling sessions that pointed to the JSON parsing code as the issue. I imagine that all of their profiling efforts were focused on the runtime performance, not the load time. Simply put, no one did that profiling, and I don't fault them for focusing on runtime performance (which is where the real money is, as Cyberpunk 2077 demonstrated by not having it, and subsequently having their PS4 orders yanked and refunded).
Once again - Control by Remedy ran on base PS4 at 10 frames per second, TEN frames. Critically acclaimed, reviewers loved it and didnt tend to mention TEN frames per second on base consoles, not pulled from the store.
If this is a serious question, I'd say cut any of the new vehicles introduced in the last 2 years. None of them are nearly as impactful as this optimization. In fact, I am having issues imagine any individual feature at all that's as important as this fix.
Unfortunately this part often kills quality initiatives. Why fix bugs for your existing customers when you can deploy the engineering resources on a DLC or a sequel which will milk those customers for more? There is no more craftsmanship or pride in good work left in software.
"When you're a carpenter making a beautiful chest of drawers, you're not going to use a piece of plywood on the back, even though it faces the wall and nobody will see it. You'll know it's there, so you're going to use a beautiful piece of wood on the back. For you to sleep well at night, the aesthetic, the quality, has to be carried all the way through." -Steve Jobs
How much would it have cost to fix this issue?
Is anyone saying that it is a game developers fault? I mean, what is that you think would prevent a game developer from fixing this?
Because I think, anyone even vaguely familiar with the software industry in general is going to come up with answers like:
1. It would not cost very much 2. No it isn't a developers fault, because it's clear that even an intern could fix this 3. Management isn't interested, or is too disorganized, or focussed on cynical extraction of every last bit of profit.
And from that perspective, it certainly does make it seem like a cynical cash cow.
I don't know many game developers, but I do know people in other parts of the software industry and professionals in general. And I think that they keep to themselves because they have first hand experience of how the industry works and understand it better than anyone. The probably sympathise with the right of the public to feel ripped off.
That said, I still paid for the game, I think it's fun. Apparently there is "no alternative" to this state of affairs.
Well, that's the nominal full retail price against which the various discounts are measured, sure, but I doubt that's what most people buying it these days pay except if they are getting something else with it. I'm pretty sure it's in the stack of things I've gotten free this year on Epic that's in my “I might check it out sometime” queue, it's $29.98 right now from Humble Bundle, etc.
It's actually only $30 and frequently goes on sale for $15. It hasn't been $60 (on Steam at least) since June 2018.
Tweaking two functions to go from a load time of 6 minutes to less than two minutes is something any developer worth their salt should be able to do in a codebase like this equipped with a good profiler.
But, I fully agree with your assessment, for what it's worth.
But a manager shouldn't even have to do that, because in a well functioning team, if the dev leads come back with such a fix, they won't get punished for going off the reservation and would probably be doing this of their own initiative.
But if things like that get met with "why have you wasted time on this? we gave you the list of priorities and it does not include load times" then dev leads will make sure all developers time is filled with things which are prioritized.
Edit: grammar
"Unbelievable" and "unforgivable" eh? It's a greedy attitude. Instead of viewing GTA5 as a success that's brought a lot of people happiness, you view it as a money cow designed to extract every last bit of profit – and time, since this bug caused 70% longer loading times.
Perhaps it's both. But you, sitting here behind a keyboard with (correct me if I'm wrong) no gamedev experience, have no idea what it's like on a triple-A gamedev team with various priorities. The fact that the game works at all is a minor miracle, given the sheer complexity of the entire codebase.
The fact that someone was able to optimize the obfuscated executable is a wonderful thing. But they weren't a part of the team that shipped GTA 5. If they were, they certainly wouldn't have been able to spend their time on this.