14-12-2023, 02:07 PM
Dev de Starfield diz que o jogo é uma merda mesmo, porém não podemos criticar pq não sabemos como é difícil fazer um jogo
Starfield design lead says players are "disconnected" from how games are actually made: Don't fool yourself into thinking you know why it is that way
In a lengthy Twitter thread, Starfield lead and Bethesda studio design director Emil Pagliarulo laments "how disconnected some players are" from the realities of game development, and encourages passionate fans to avoid making assumptions about how and why design decisions are made.
"Funny how disconnected some players are from the realities of game development, and yet they speak with complete authority," Pagliarulo begins. "I mean, I can guess what it takes to make a Hostess Twinkie, but I don't work in the factory, so what the hell do I really know? Not a lot."
Pagliarulo describes game dev as "a series of concessions and tough decisions," framing a gradient between "that perfect game you want to make" and "the game you can make." Closing that gap is hard in the best conditions, he says, and is made harder by "devs being shuffled around (or leaving), looming deadlines, and creative decisions you wish you didn't have to make."
"So sure, you can dislike parts of a game," he concludes. "You can hate on a game entirely. But don't fool yourself into thinking you know why it is the way it is (unless it's somehow documented and verified), or how it got to be that way (good or bad).
"Chances are, unless you've made a game yourself, you don't know who made certain decisions; who did specific work; how many people were actually available to do that work; any time challenges faced; or how often you had to overcome technology itself (this one is HUGE)."
https://www.gamesradar.com/starfield-des...way-it-is/
Starfield design lead says players are "disconnected" from how games are actually made: Don't fool yourself into thinking you know why it is that way
In a lengthy Twitter thread, Starfield lead and Bethesda studio design director Emil Pagliarulo laments "how disconnected some players are" from the realities of game development, and encourages passionate fans to avoid making assumptions about how and why design decisions are made.
"Funny how disconnected some players are from the realities of game development, and yet they speak with complete authority," Pagliarulo begins. "I mean, I can guess what it takes to make a Hostess Twinkie, but I don't work in the factory, so what the hell do I really know? Not a lot."
Pagliarulo describes game dev as "a series of concessions and tough decisions," framing a gradient between "that perfect game you want to make" and "the game you can make." Closing that gap is hard in the best conditions, he says, and is made harder by "devs being shuffled around (or leaving), looming deadlines, and creative decisions you wish you didn't have to make."
"So sure, you can dislike parts of a game," he concludes. "You can hate on a game entirely. But don't fool yourself into thinking you know why it is the way it is (unless it's somehow documented and verified), or how it got to be that way (good or bad).
"Chances are, unless you've made a game yourself, you don't know who made certain decisions; who did specific work; how many people were actually available to do that work; any time challenges faced; or how often you had to overcome technology itself (this one is HUGE)."
https://www.gamesradar.com/starfield-des...way-it-is/