They build very expensive, monolithic pieces of software. It is pretty much the exact opposite of where software development has been going for the past 10 years.
I'm just wondering out loud, could your corner of the world be moving in that direction?
Games are pragmatic and hard, cheap bastards that chew up teams and spit them out.
It's fun. :-)
Every game I've shipped has been far more stable than the majority of applications I use on a daily basis today. Most of those codebases where then used in other titles, aside from the very game-specific parts.
Sony/Nintendo etc require that your game runs for 1-3 days without a crash, on a platform without virtual memory, before they'll put it on a disc that cannot be patched (well, until this-gen of consoles. Now it's just expensive to patch).
Quite a bit different from platforms such as iOS where developers get upset that Apple take five days to approve updates for for free (fail a Sony submission and you'll be paying $$$$$)
From one point of view, this is viciously optimized. I'm reminded of a quote along the lines of "the ideal racing car would cross the finish line intact and immediately disintegrate." The point being, find the minimum weight necessary to accomplish your goal, and spend as close to that minimum as possible. In games, the "weight" you're minimizing is the effort and focus spent on production quality, in order to be able to spend more on game design and performance, and ship faster.
But the games programmers are screwed by the simple fact that the market will accept games that are buggy/require insane hardware/etc. and pay for them, will usually not attempt to return them if they simply don't work but will rip them apart in on-line commentary if the game sucks, and will rip them off at the first opportunity if the game is cracked.
That means the business guys who are, quite rightly, calling the shots, are interested in basically the first few days after launch and nothing else. That in turn means there is no need to bother with things like code quality and long-term maintenance. Better to spend the money on a cinematic trailer and DRM that takes one more day to crack.
This will continue as long as people continue to accept buggy games, dubious policies like shipping incomplete games and then filling in the blanks with paid-for DLC, and so on. And right now, while there are clearly plenty of people like me who would spend a lot on good games that worked properly and didn't come with pseudo-malware attached, it seems there are plenty more people who just don't care.
You want them to write games for people like me. (Thanks! :-)) Unfortunately, most of the big games shops are going to follow the money.
Personally I basically gave up AAA games around four years ago, after three big disappointments.
Crysis should have been great but had all kinds of problems even on high-end hardware.
Supreme Commander should have been great, except that a major selling point was its world-scale maps but if you actually played a full on game on such a map you went over 2GB RAM and crashed it on 32-bit XP.
Oblivion should have been great, with a lot of power in the game engine and some interesting ideas, but they forgot to bring the fun part.
Those were probably the three most eagerly anticipated PC titles of their generation, and while I did complete Crysis and have spent plenty of time on Forged Alliance, the enjoyment was severely damaged by the frustration with all the problems.
Since then, it seems like all I hear about is ever more intrusive DRM screwing things up and ever more profiteering via DLC and exclusive content deals. I've given up on contemporary AAA titles entirely until this sort of silliness goes away, and I content myself with things like puzzle games and titles from GoG that are actually fun to play.
The sad thing is, I'm betting the programming teams behind Crysis and SupCom could have improved the trouble spots and given everyone a much more enjoyable gaming experience with a bit more time, but I bet the suits pushed them to ship when it was "good enough". As for the DRM and DLC in more recent titles, that's just management madness through and through.
Mass effect 1 & 2 on xbox360. Starcraft 2 on mac. Halo series was alright.
Try playing on a console, it'll be more stable.
The real problem is the short-term fix nature of games. As you say, they're (mostly) not designed to be one-shots, with the majority of players playing through the game for a couple of weeks each, within a period of a few months of each other. That is why bugginess is tolerated, not the other way around. It's not worth the time to fix non-critical edge-case problems in situations. By the time the bug can be fixed, and tested, it'll only be useful to, say, 10% of total players.
In multiplayer games (and other games where the player is expected to engage with the game for months at a time) then you find that there are frequent updates and bug fixes.
Now that they've been released for a while, it would be interesting to see how things have changed.
On well-planned projects, best practices of development help achieve that priority throughout the project. However, the more problematic development becomes, the more things come into conflict with that top priority. And in practice, planning is almost never good enough to prevent that as the project wears on. Project management that can push back the day when that vicious cycle kicks in is invaluable.
Usually, in reality, the top priority is to ensure the short-term viability of the project or (worse) the studio or (much worse) the studio management. It's like Robocop's hidden directive, sadly. That diversion of focus, especially early in a project, is totally poisonous.
If anything, MMOs are more susceptible to these kinds of existential threats than most projects. They're incredibly challenging feats for even a massively skilled development team. The ability to produce an MMO is actually a fairly good way to measure how well-buffered a development environment is from this kind of insecurity.
Besides being one of the longest running industries in software, it iterates teams and products rapidly.
Because of this it has performed a gradient decent more than any other software industry, and I would argue it is is sitting at a local minimum.
From that perspective it's very interesting to study.