Business and survival is what happened. Read any of Jason Schreier's books on game development. Income is very chunky with games being in development for years. Postponing by a few months might sink your company, especially with interest rates being high.
Calling out that something is "easy" and "fun" is likely insulting to the developers who are frequently working 70-80hour weeks sand ruining their family life in the process.
In this game, they've focused on the superficial stuff, yet the core gameplay is still broken (instead of a city builder where citizens have agency, the game is effectively a god simulator where your biggest challenge is traffic management, economy or politics is a joke)
This is why many people prefer older games - the amount of effort spent on the gameplay itself is only decreasing year by year, while most of the budget is spent on useless graphical effects, quirky things everyone forgets in two months and all the usual "analytics"/"cloud" stuff.
Things like this happen because the people giving you money have a hard deadline and you ship what you have.
Or you decide to use a game engine that was more difficult to use than expected.
It's insulting to say "well, just make the game better first, duh". I promise you, they know.
But they have to balance a lot of things you don't see.
If you ever find yourself saying "why don't they do [obvious thing]", stop and assume you don't have all the facts.
It's always the bigger studios who utterly mess up in making an actually playable game, which indicates that the problem is not something inherent but a simple product of laziness and greed. (Latest example: see Creative Assembly's meltdown)
Best case study is Mojang, the company has over 800 employees but it is literally outperformed in game design and update quality/quantity by ten people at Re-Logic. (which includes managers and legal as well!)
Are you serious? Teams have increased massively. Super Mario Kart for example had less than 20 people working on it. That's not even the size of the audio department for many modern AAA games
I enjoy both games, especially Terraria, which I have played since its original release. But let's not lie to ourselves that the volume of content updates for Terraria is anywhere close to the updates that Minecraft has received. Adding content for a 2D game is a lot easier than adding content for a 3D game, even if you're using voxels.
You don't see the thousands of indie games that were never released because the creators screwed it up, or they ran out of money.
Or the indie studios who never made a second game because they didn't recoup their costs.
Indies that fail just fold and you never hear about them. AAA that fail release their games.
Producing well-optimized, “clever” code usually requires magnitudes of more time than the simplest, quickest solution. Hobbyists line yourself, and a few companies like Nintendo, are typically the only ones that can afford to spend time optimizing like you describe.
What are they going to do? Fire you?
This is why most non technical business school types can fuck right off, i’ve rarely seen them make anything better.
Managers with either dev or design experience is the only thing that works.
Consumers should vote with their wallet, and stop preordering and falling for preorder bonuses and marketing hype, which is another disease affecting modern gaming. Unfortunately, publishers know that they can release a lackluster product based on hype alone (No Man's Sky, Cyberpunk 2077), and then spend years "polishing" a game into a state they promised before the initial release. The modern gaming industry is rife with scams like these to the point that it should be heavily regulated. So, no, none of these companies can be excused for releasing a garbage product and charging full price for it.
This means you are, sadly, very uninformed. There is a lot of rolling with the punches in the games industry, and many engineers want to optimize things more, and work OT to do so (as there is an extreme shortage of time to do this in AAA space on company time).
No, it means that I don't accept budget and deadlines being an excuse for delivering a poor experience. As a consumer, I'm speculating about the reasons why this happens, but my point is that it shouldn't happen at all.
> many engineers want to optimize things more, and work OT to do so (as there is an extreme shortage of time to do this in AAA space on company time)
Again, this is an industry problem, and not something companies should be excused for.
Whether engineers actually care about optimizing or not, and whether they crunch or not (as much as I may sympathize), is not my concern, and I place equal blame on them for delivering a subpar product, whether it's under their control or not. Ultimately their names will be listed in the credits, and they represent the product as much as the publisher. If they don't like the environment of a particular studio, they can always choose to work elsewhere.
What else is there to say...
> If they don't like the environment of a particular studio, they can always choose to work elsewhere.
They like it. The industry just has issues beyond their control which are in the process of being solved, gradually. No one will drop their dream job to satisfy your entitlement right now, sorry to say. You are free to not buy the game.
> You are free to not buy the game.
Yes, I'll continue to do so. I just wish other consumers did the same so that this situation can improve. The first step is not excusing it when it happens, but condemning it.
It strikes me as a "how many idiots are in a position to make important decisions on this game" issue, or "how generally competent is the development team" issue.
Game dev seriously needs to follow the VFX industry and unionize. I have zero trust left in fellow gamers to not buy games from unethical producers.
> Make people work 12 hour days to ship before you go out of business and corners will need to get cut.
Won't happen. The US barely has any employment laws, and so do many other countries of the world.
I'm still not sure what from my original statement won't happen.
[1]: https://en.wikipedia.org/wiki/Andy_and_Bill%27s_law
Correction: React/Web technlogy is responsible for all the UI, from the loading screens to in-game labels when using road tools and everything in-between.
And their implementation of Coherent Gameface is not the reason for the performance issues in the game, so not sure how it's even relevant.
This is 180 of how people programmed for the older consoles in the most fun and creative ways to squeeze the most out of smaller hardware.
Take a look at this for comparison:
https://arstechnica.com/gaming/2021/09/war-stories-how-crash...
Reminds me of the state of frontend development where you need 8000 tools and dependencies to show even the simplest of things, and i'm not surprised they bundle React for the menus.
I absolutely hate this way of doing things, because for me all art, all engineering, all creativity is about boundaries, dogmas, and squeezing and optimising the hell out of your _elegant_ systems.
I mean even in my small webgl/threejs projects the fun part was getting every last bit of eye candy out of the smallest file sizes i could, simplifying geometry, lowering resolution, while maintaining great looks.
100k vertice log piles and hundreds of people with teeth?
Optimisations like this aren't even hard or time consuming (and they are fun) - can anyone clue me in on why you ship your stuff in this state - what happens in a studio like this?