Andrew wrote:To be fair, I have seen quite a few comments from people over the years claiming that fixing certain problems (or indeed designing the game itself) is a simple process. Those people have often gone on to describe solutions that indicate that their knowledge of programming and game design isn't as strong as they perhaps think it is. I know I had misconceptions until I attended community events and played games that were still in development, so I can only imagine there are more surprising revelations for people who go from the community to actually working on the games. It's always going to sound defensive and like an excuse, but I can see, and to some degree relate, to where they're coming from.
Andrew wrote:To be fair, I have seen quite a few comments from people over the years claiming that fixing certain problems (or indeed designing the game itself) is a simple process. Those people have often gone on to describe solutions that indicate that their knowledge of programming and game design isn't as strong as they perhaps think it is. I know I had misconceptions until I attended community events and played games that were still in development, so I can only imagine there are more surprising revelations for people who go from the community to actually working on the games. It's always going to sound defensive and like an excuse, but I can see, and to some degree relate, to where they're coming from.
Leftos wrote:Andrew wrote:To be fair, I have seen quite a few comments from people over the years claiming that fixing certain problems (or indeed designing the game itself) is a simple process. Those people have often gone on to describe solutions that indicate that their knowledge of programming and game design isn't as strong as they perhaps think it is. I know I had misconceptions until I attended community events and played games that were still in development, so I can only imagine there are more surprising revelations for people who go from the community to actually working on the games. It's always going to sound defensive and like an excuse, but I can see, and to some degree relate, to where they're coming from.
This.
My point wasn't "boohoo, game development is hard, woe is me, if there's any problems I'm going to pretend they're too hard to fix and use that as an excuse". It was about my own misconceptions about how simple the systems implemented in NBA 2K must be (e.g. the simulator, trade logic, etc.) and how easy it should be for me to go into them myself and just "fix them", and my befuddlement at how complex they were and how much harder they are to tune and improve than I imagined once I started working there. Others that have gone from similar positions of experiencing games as gamers for hundreds or thousands of hours and believing they've figured out each game's inner workings to actually working on the games have expressed similar sentiments. That was my point. It's a challenge, but one I'm taking on every day I work here, and gladly so.
I'm not making excuses for myself, or anyone on the team. Yeah, this job is hard (what a surprise!), but that's the whole point.
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