If there is some uncertainty in the answer, maybe you have a point. But people can just be wrong.
Professional cooking is not any less art (as opposed to a quality process) than amateur. I'd instead listen to the chemical process engineers in food space, who - guess what - may just say the cakes shouldn't cost anywhere near to $50 :).
It is more like the guy who can paint very good landscapes would start criticising every oscar category from producing to sound design, telling that they have 0 idea what they are doing, and he would do it better. "Why the credits of Transformers are 5 minutes long with hundreds of people, you don't need more than 50 people to make such movie"... This is how Blow often sounds to me.
It appears to be taking Jon longer to make each game three years to make Braid, seven years to make The Witness, more than a decade to make OOTSS, though doubtless he will say that Jai (or whatever he decides that language should be called) held up OOTSS and somehow it would simultaneously have taken longer in C++ and yet it took so long because he didn't want to use C++.
Obligatory watch: https://www.youtube.com/watch?v=gWqnz-7iQbY
People there will cheat every way possible to get their framerate/performance/cpy cycles. Yes, it's often amusing to read about really clever and interesting approaches, hacks or even framings of the problem. Like even one of Blow's presentations, where he was explaning how Braid did time reversal. Naive intuition tells: "make everything deterministic", Blow's answer: "how about just tracking state of everything".
But gamedev is not "orders of magnitude complex than any other software". State of the art databases need to be fast and correct. Even that alone makes them far more complex than "state of the art games".
And I'm sure there are many other areas who will look at databases and also rightfully tell that they are even more complex.
SOTA games need that too. Games need to deal with physics, audio, rendering, networking, anti-cheat etc. at the same time. All very performance sensitive
Do you think Postgres is more 'complex' than a triple A game like GTA 6?
> Do you think Postgres is more 'complex' than a triple A game like GTA 6?
Yes, absolutely. The postgres codebase has been around a long time and continues to be changed and accumulate functionality that all needs to work together. Just look at the details in the recent stories about all the issues that were found and the need to slip the schedule.
Robotics! Take all the problems of games and databases and put them on wheels.
This is an absurd claim that gamedev folk like to tell themselves. Having seen the mess of several engine codebases, incl AAA engines and the memory leaking unoptimized state of many games, I don't think so.
There's many safety critical real time systems that are both more complex and approached with a lot more thorough design. Let's just say I would not trust a Jonathan Blow to put people on the moon.
That's not to say gamedev isn't challenging, but it's not quite as complex as the industry would like to think.
I'd argue a database engine is far more complex than a game engine. It has to be 100% reliable, and the codebase needs to be clean enough to stay maintainable for decades.
Tell that to the FAA.
I sometimes wonder if I'm a victim of gel-mann amnesia when I listen to his opinions on gamedev too :(