

That’s kind of a funny example because, on a quick skim, nothing he did was exceptionally clever or unusual (other than workarounds for not having source code). R* basically paid him 10k for some basic profiling that they never bothered to do.


That’s kind of a funny example because, on a quick skim, nothing he did was exceptionally clever or unusual (other than workarounds for not having source code). R* basically paid him 10k for some basic profiling that they never bothered to do.


I agree, real code always has tradeoffs. But there’s a difference between a conceptually simple change taking 3 weeks longer than planned and 6 months. The reality is game code is almost always junk and devs have no incentive to do better.
Getting a feature functional and out for launch day is the priority because you don’t have any cash flow until then. This has been exacerbated with digital distribution encouraging a ship-now-fix-later mentality.
This means game devs don’t generally have experience with large scale, living codebases. Code quality and stability doesn’t bring in any money, customer retention is irrelevant unless you’re making an mmo.


When a dev with game dev experience says something should be easy to fix, it’s under the assumption of a reasonable code base. Most games are built off of common engines and you can sometimes infer how things are likely organized if you track how bugs are introduced, how objects interact, how things are loaded, etc…
When something is a 1 day bugfix under ideal conditions, saying it will take 6+ months is admitting one of:
Not that any of those is completely undefendable or pure malpractice, but saying it “can’t” be done or blaming complexity is often a cop out.
To save a click: May 20th