Coffee Talk #99: Do You Understand Game Development?

With Game Developers Conference 2010 next week, I wanted to talk to you about…uh…game development. A lot of gamers don’t really understand what goes into making a game. Hell, a lot of journalists and critics don’t really understand the process either. I completely admit that there’s still a lot I don’t know about game development after more than 15 years of game writing, but I’ve tried to learn a fair bit and feel that I know more than most writers.

Welcome to Coffee Talk! Let’s start off the day by discussing whatever is on your (nerd chic) mind. Every morning I’ll kick off a discussion and I’m counting on you to participate in it. If you’re not feelin’ my topic, feel free to start a chat with your fellow readers and see where it takes you. Whether you’re talking about videogames, all these crazy earthquakes (end of the world?), whether Tiger Woods can dominate golf again, or the ex-Infinity Ward guys taking legal action against Activision, Coffee Talk is the place to do it.

With Game Developers Conference 2010 next week, I wanted to talk to you about…uh…game development. A lot of gamers don’t really understand what goes into making a game. Hell, a lot of journalists and critics don’t really understand the process either. I completely admit that there’s still a lot I don’t know about game development after more than 15 years of game writing, but I’ve tried to learn a fair bit and feel that I know more than most writers.

Do you know the difference between a producer on the publisher side and on the development side? Do you understand how budget and time restrictions can limit creativity and quality? Is there anything about game development you’d like to learn more about? Or do you not care about knowing more about the process? After all, you don’t have to know anything about game development to enjoy great games.

In some ways, I think it’s important for you to try to understand game development. It leads to a deeper appreciation of the games you buy. In other ways, it’s trivial. Do you enjoy a movie more knowing what the key grip and gaffer do?

I’m curious to read your responses today. They’ll shape my mindset going into next week’s show. Perhaps I can get some of the information you want. Learning together is cool. So let’s get to it (please)!

Author: RPadTV

https://rpad.tv

34 thoughts on “Coffee Talk #99: Do You Understand Game Development?”

  1. I just always figured a publishers is just for backing a game and getting its name out there and a producer did all the actual work. As far money and time goes, sometimes I wonder how much of that time/money is actually spent on working on the game. I know my boss is given a budget for a project and I will piddlefart around (like now) and then rush and possibly half-ass a job. But so long as it gets the OK then I did my job.

    Isn't a gaffer or a key grip the guy that winds up the cables on the set?

    I guess I really don't know crap about how a game is designed, so long as they are good it doesn't mean a great deal to me. But it would be interesting to find out plenty about it. Like the game engines – how much work does that actually save each company from doing by using someone elses? Can't someone design some type of randomizing program for the dang houses on Bad Company 2. I mean its the exact same house over and over.

  2. I have no idea what goes on in game development. But, I understand that there are deadlines and budgets that must be met yet some games get delayed despite these budgets and deadlines. What determines what game gets delayed and what game doesn't even if it's not ready?

  3. Can't say I understand much of the process, I guess Slicky shares my guess of how some of it goes down.

    I'm sure there's a lot about game development that even individual dev employees don't fully understand. Like any business I imagine there's a lot of bullsh*t politics and such.

  4. "So tonight we're gonna party like it's Coffee Talk #99"

    @ R Pad

    Congratulations on making it this far.

  5. @ R Pad

    I'd take credit for (at most) 10%. More than half of it was you getting the gumption to start it.

    @ Shockwave

    That's like saying Christmas Eve isn't important.

  6. @SlickyFats

    Multiplatform games take more of everything above to make. You have to have a team for each platform and making a game that works on both platforms takes more time as the teams a split that way. More people and time means more money you have to spend their wages. Next, exclusives are paid for by Sony/Microsoft/Nintendo. Some exclusives a published by the big three which gives them the power to choose what console they are on. (Theirs of course. Gears and Heavy Rain are examples.) While others are simply paid not to make them multiplatform. (Final Fantasy until their bill got to big for Sony to cover.) Then there are first party games which are exclusive because they are published and developed by Sony/Microsoft/Nintendo. (Fable/Zelda/God of War are examples.) Now onto load times, those are based on the game engine. Some load fast and others load slow. Each game engine has its ups and downs and developers/publishers try to find the one that best suits their needs. Even then, just because the game engine loads fast that doesn't mean the game using it will. The game has to load everything you see on screen. The more objects, the more time it takes to load. Also, allot of developers are finding ways to hide the load screen. So one that seems to load quick, may actually take longer than you think because you didn't know it was loading. Anything else you want to know? And if anyone knows other wise, tell me. I won't learn if you don't.

  7. Sorry if I seem too chatty today. I'm just thinking a lot today and video game talk is very refreshing to me. (Grammar question: Which to/too do you use in my first sentence?)

  8. I guess I really don't know too much about what it really takes to make a good game, but I think it would be fascinating to learn about that. I understand some of the basic details: needing financial resources and backers, needing an effective story, good level design and flow. But really those are just words, and since I have not ever attempted to make a game they remain just words that describe actions that I know nothing about.

  9. @sandrock

    the version of "to" that you used. I think of it this way: two= 2, too= also, to= everything else.

    if you can replace to/two/too with 2 or also and it still makes sense, then that is the one to go with.

  10. @sandrock

    my mom used to pound this kind of stuff into my head when I was much younger, and plenty of it has just stuck with me. But I find that using the substitution method works the best. Equate the words with another meaning, and if that meaning also makes sense in the context of the sentence, then you are good to go.

    I am still always amazed at the people who can explain the prepositions nouns and verbs and predicates and still know what the hell they are talking about, that has always been above me.

  11. @sandrock – Too is correct

    From Dictionary on "too"

    to an excessive extent or degree; beyond what is desirable, fitting, or right: too sick to travel.

  12. @bsukenyan

    I'd have better luck dividing by zero. (I actually have an idea on how it should work, is the scary part. I don't feel like destroying the universe right now though. Maybe later?)

  13. @Ray

    would you mind picking up some Guinness while you're out, I've already got the Jameson and Baileys.

  14. @SlickyFats
    No to the houses. It’s not the game engines fault the houses are the same, it’s the disc space and RAM that determine how many houses and of what type end up in the game. They could put a thousand different houses in the game, but if computer you are playing it on can’t hold that many then there is nothing the dev can do to change that.

    @Topic
    I understand a little bit of what goes on. I’m no expert on it and will never be unless I actually make a game. However, I try to learn what I can because I find all aspects of video games interesting to me.

  15. @sandrock

    ICB cream soda is very good, but its been one of those days for me, so I'm celebrating that I am almost done with today by having an Irish car bomb. now I almost want both, lol.

  16. I would love to know how many people it takes to make a game. Like big games, ie. Uncharted 2 or Gran Turismo 5, down to smaller (crappier?) games. Does it take more people and money or time for Multiplatform than an exclusive? Do game developers get paid by MS or Sony to stay exclusive? How is it some games have horrible load times and others are snappy and why do they let the game ship like that knowing that others are have much better load times?

  17. @N8R – it’s not real special until coffee talk #100 tomorrow.

    haha, I’m kidding, it’s been a trip Rpad. I’m glad we hadn’t heard the last of you after G4.

  18. I have the mac bug where the airport constatnly assigns itself an IP. Must reinstall everything.

  19. @rrod
    Hmm, i’ll check up on that later. I think it was either a skit on Chappelle’s show or a stand up.

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