lol it's so crazy that gamedev is like you're supposed to do the most insanely difficult syncreatic team art for no money while idiot babies heckle you the entire time
it's hard to understand why the burnout rate is so high
it's like theatre but you have to perform it at a daycare for criminal babies
@unormal : "Gamedev is like theatre, but you have to perform it at a daycare for criminal babies" feels like something I should embroider and hang on my wall.
@unormal I feel this way too hard
@unormal I'm striving to be at an idiot toddler level
@unormal after taking even the briefest look into the industry, it's hard to understand why anyone does it at all
@unormal ( I really want to add something to this but it is just so on point. leads to deep thoughts about the world. )

@unormal I miss when the babies were happy and shared our delight in the magic of it all.

I know gamedev has a collective memory of about five minutes, but it really did used to be that way.

It was nice.

@unormal

Every young developer I meet wants to get into game dev. I tell them those same skills will get you twice the pay and respect outside of game dev.

@Phosphenes @unormal You'd be surprised where you can apply refactoring, code archaeology, recovery, documentation, and cross-platform build skills. Good software engineering practice is useful on any project https://gitlab.com/apthorpe/Castlequest

Replacing 750+ GOTOs was a worst-case refactoring scenario. The last 20 were miserable to eliminate but it's all clean logic now. Good for another 40 years of no maintenance :)

Bob Apthorpe / Castlequest · GitLab

GitLab.com

GitLab
@Phosphenes @unormal Also nicely object-oriented so the core game can be ported to a more appropriate language for text adventures. My guess is that FORTRAN 66 was the only language available in the author's environment at the time. Proper character variables weren't introduced to the language until F77. Writing a text adventure in a language that doesn't officially support text is pretty impressive.

@unormal It seems like a lot of games cater to people's innate/base desires, so they might attract an audience of folks with low impulse control. That's just a hypothesis though ... no hard data to support it yet.

If true, it could be a kind of feedback loop. i.e. the audience gets worse the more you give them what they want.

Maybe I shouldn't be saying this in public?