Engineering in most organisations will place stability and predictability very high among priorities, and pay a hefty price for it (sometimes, messing up along the way and getting neither benefit). An individually brilliant engineer can be a great asset if properly managed, but you need the majority of people to be less of an outlier.
As for stability and predictability, I’m not confident that AAA apps are hugely (or maybe even significantly) more stable or predictable than the best games. Maybe my tolerance for bugs is higher in games than apps, but I do seem to tolerate quite a lot of jank and slowness from apps, so I’m not sure.
Of course, the tradeoffs in work-life balance for game development is massive, so it's not like that extra productivity is free (unless you're management). Nobody working at a typical software firm is going to be expected to crunch 12 hour work days for weeks just to ship.
I would certainly be interested in a "Unity for line-of-business apps." I guess this was VB6 lol.
I think Unity and the like have made the average project much more productive, but they don't add power to the top end. The power of having everything perfectly customisable by a team of experts with perfect domain knowledge is just too much for anyone else to match by getting quick wins off the work of others.
Perhaps you could share your own thoughts, opening yourself to criticism and a chance for interaction, and perhaps learning. I wrote a few comments on https://news.ycombinator.com/item?id=31990217 (discussing an opaque article titled “The Mysterious Return of Imposter Syndrome”).
Grinding Gear Games, as an example, is a NZ based game studio that releases a new expansion to their famous RPG - Path of Exile - every three months.
The game is not a simple program by any stretch - which might be a fair criticism for Papers Please by comparison since it is purely client-side and all possible states of the game can be fairly easily enumerated.
Path of Exile is a persistent cross-platform 3D online multiplayer game that has daunting requirements for consistency, latency, and graphical performance.
Despite that, each three month release cycle introduces more new UI elements and features than I think the entirety of Google apps release in the same timeframe. And that’s not because Google isn’t trying to build new things - they are and I’ve written UI for several of those projects.
Does anyone else feel a real sense of deflation when it comes to app/web development velocity compared to games?
Is immediate mode GUI's just that much better? Instead of a complex React/Redux style setup, how much easier would state management be if we had a render loop like game dev? Does that even make sense?
I am very envious at the pure programming skills of so many game developers. UI's in indie games are just a side thing in the deep complexity of a game and they end up looking incredible compared to the level of effort required for year long web app projects.
I can imagine that the game studio has most if not everyone onboard helping collectively to make the game better each iteration. It is a common goal.
How many different product teams and managers get in the way for products at other companies where each is fighting for funding or privilege?
Being in that kind of environment is draining for the product teams.
Having worked at places that matched both these situations, I know where the quality and quantity of my output was greater.
Usually they have multiple leagues cooking up in the oven at any given time, so that if the league they want to release isn't ready in time, another, simpler idea will likely be within reach of completion.
The timeline is as such because their business model requires engagement spikes every three months. Remember that Path of Exile is free-to-play.
I also want to add that PoE has grown into one of, if not THE most complex games ever made; there are so many overlapping systems and mechanics that there were memes about what would happen if they added any more special destination buttons to the worldmap. And I'm not even talking about the initial release; it was a complicated game then, but now it has the mechanics of at least a dozen leagues baked into the core game play; many of those leagues are an entire game unto themselves (like Delve)
I love it for this, but it makes me sad that most gamers don't try and reason about this complex thing, and instead follow build guides and copy streamers, instead of experiment. Also, because of the nature of the game's deisgn, you need to play for a stupendous amount of hours to reach the end- endgame, and for most folks you also need to trade items with people IRL as the designers intentionally do not add a decent trade system. There are a lot of other quirks that reflect the designers' intent to not make life easy, either, and players both love and hate that.
A UI change can impact usage. Which can impact revenue. Which can impact stock price.
The end users for large tech companies are essentially shareholders and investors.
Remember 2 weeks ago, and you really wanted to implement CICD, but the DevOps team told you not to.
When you're developing any solo projects, you don't have anyone else telling you what you can't do.
This is amazing, but you can also easily spend countless hours building something nobody really likes. I've made a small handful of games, a few of them have been released publicly. If I had to guess, at most maybe 20 people have played my games.
But I taught myself everything I know via learning game development, and my career is amazing.
Even now, I'm trying out different engines and having a blast. Odds are. I'll probably never produce anything that becomes all that popular. It'll just be another throwaway game on itch that nobody plays, but I can say without a doubt I had a hell of a time building it.
Most of dev work is making sure other people can make sense of your work. With solo dev, that step is basically unnecessary.
I think it’s also why some indie games (eg binding of Isaac) get completely remade instead of making updates a year later. Walk away from the project for a couple months and it’s an untamable beast.
Elon once wanted to move his programmers to windows upon seeing how fast world of warcraft was developed. Goes to show how fast people can be if they care about the things that matter.
While I’m aware of the “go fast alone, go far together” quote, I’m depressed by how inefficient app/ui development is at big tech companies compared to game studios, especially short staffed indies.
Really makes me wonder about the “engineering excellence” that tech leads and “architects” pride themselves in when games are developed much more quickly and are - to my eye - much more stable and performant.