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Re:Jonathan Blow has spent the past decade designing 1,400 p... by krapp on Thursday December 18, 2025 @03:11PM (#46317985)
>This reads as if the process and the finished work are somehow separable. If your code is a mess that you hate working on, it seeps through to your design and your design process.

I didn't say anything about hating working on the code, but every example of game code I've seen has been a mess, even in games that are considered well designed. So I have to disagree - the process and finished work often are separable. What are ports if not an example of that?

Re:Jonathan Blow has spent the past decade designing 1,400 p... by incrudible on Saturday December 20, 2025 @06:45AM (#46335483)
There's a fair bit of survivorship bias in there. Few games are considered "great". Roughly half the games get canned during development. So while it may be impossible to make any game in a reasonable amount of time without creating some sort of mess, nobody would argue that a worse process isn't detrimental to the project. It could be the difference between a game being good-but-flawed and a masterpiece, or between "not salvageable" and "shippable".

Moreover, the "survivability" of the process goes beyond just one project. Jon got so burned out on the C++ language that he'd rather create his own language for the next project than use it again. If he didn't have to do that, he'd likely be working on the next title already.