apparently this is in response to a few threads on Reddit flaming Starfield—in general, it’s been rather interesting to see Bethesda take what i can only describe as a “try to debate Starfield to popularity” approach with the game’s skeptics in the past month or two. not entirely sure it’s a winning strategy, personally.

  • Cirk2@programming.dev
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    10 months ago

    “But throughout that time, I actually had no inkling what game development was actually like. How hard the designers, programmers, artists, producers, and everyone else worked,” he says. “The struggle to bring a vision to life with constantly shifting resources. The stress.”

    Then tell us about it. Make it heard where you get Stressed and where you rub up on the state of the art. List off what had to be finished in crunch time. What got pushed by Marketing or Management. Leaving everything up to a nebulous “you don’t know” makes any criticism easily dismissed and reduces leverage against systemic issues.

    • dillekant@slrpnk.net
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      10 months ago

      100% this. The whole process of creation and critique goes way back to the dawn of film and probably before. The entire construction of positions and job titles (creative director, design lead, etc) all draw from these theories. This requires the critique to be separate from the process of creation.

  • Kir@feddit.it
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    10 months ago

    While this is true, it is a terrible way of debating with the public.

    And while users may not be able to understand game design decision and background, they can well be aware that those decisions brought to a really bad game.

    • Andy@slrpnk.net
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      10 months ago

      Not only that, but their blindness is the result of developers choices on what they share. If you don’t want people making incorrect assumptions, give them more info. Don’t tell them to just forego having any opinion on the matter.

      If it looks like a decision was made cynically, prove otherwise, don’t just say ‘No, you’re wrong, you just don’t know!’

    • Poggervania@kbin.social
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      10 months ago

      But gamers don’t actually need to understand game design or why a certain choice was made.

      I said this in another thread: if it’s a shit design, it’s a shit design. Knowing why the shit design was made does not suddenly make it not shit. In fact, I do not care to know why you made that decision in the first place - if it’s bad, then just own up to it and either try to fix the issue or actually resolve to do better next time.

  • t3rmit3@beehaw.org
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    10 months ago

    Yeah, I can imagine the frustration of seeing people who don’t know anything about what happened during development blame you as a dev for something that may have been design decisions or budgetary or time constraints that you had no say in or control over.

    “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).”

    This is a totally fair take. He explicitly says it’s fine to not like the game, but just don’t try to pretend you know what happened on the back end to make it the way it was, because you’re probably gonna misplace blame.

    • Fedora@lemmy.haigner.me
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      10 months ago

      I get the frustration here, but it’s also kind of… idk? A “No, you just don’t understand!” response. Everyone who works in a white-collar job knows what it’s like. Everyone has different theories about why that project failed, but nobody knows the objective truth. Nobody can present a “documented and verified” list of reasons for why the project failed, not even the lead designer here. They can guess, but never reach the truth. He could repeat what he always did without changing anything in the next project, and succeed due to different circumstances, plain good luck.

    • habanhero@lemmy.ca
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      10 months ago

      You know what an even better take is? “We hear you, we’ll take your feedback” or just as good, say nothing at all.

      Arguing that you are smarter or wiser than your users / customers is paradoxical. You are by definition not smart if you attempt to do this.

        • gamermanh@lemmy.dbzer0.com
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          10 months ago

          Emil Pagliarulo (guy quoted in the article), lead on Starfield, is known to have this attitude towards players. He’s also known to not like design documents, which explains the massively disconnected design of recent Bethesda games, especially Starfield.

          Emil is one of the giant reasons their games have been the way they have been lately and it’s why he’s being a baby about it

        • skulblaka@kbin.social
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          10 months ago

          This particular dev didn’t. But the Starfield team at large has been blowing up the internet recently telling people that don’t like the game that their opinions are wrong.

  • taanegl@beehaw.org
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    10 months ago

    Look, it’s very simple - even a cocaine addled exec can see. You remove a fair deal of your gameplay time, say 1/3, and focus budget and development time on quality control and polish. I.e quality over quantity. This is a matter of management and Bethesda’s management is dumb. It’s not rocket science, it’s just business.

  • LoamImprovement@beehaw.org
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    10 months ago

    Well I don’t know how to make a game, but I do know how to write interesting characters and stories, and Emil clearly doesn’t, so something something glass houses, Bethesda.

    • V ‎ ‎ @beehaw.org
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      10 months ago

      Just like I don’t need to be a ship captain to tell when the titanic is sinking. It doesn’t matter how it’s made, a product is bad if your model audience doesn’t like it. Starfield isn’t some avant-gard experimental piece, it was meant to appeal to the masses. He can’t use the excuse of opinionated craftsmanship to excuse its poor quality.

  • teawrecks@sopuli.xyz
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    10 months ago

    CMV: if No Man’s Sky’s gameplay was identical to Starfield in 2016, people would have been even more disappointed than they were. The only reason people gave Starfield a pass in 2023 is because we’re so conditioned to being disappointed by Bethesda that fanboys shrugged it off, and everyone else just looked at them weird. I legitimately believe NMS when it first released was a better game than Starfield.

    • ahal@lemmy.ca
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      10 months ago

      Lol people gave Starfield a pass? My feeds were (and still are, see this thread) overwhelming hatred towards it.

      The so-called “supporters” aren’t even arguing that it’s a great game. Their argument is “it’s not that bad”.

  • frog 🐸@beehaw.org
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    10 months ago

    I have mixed feelings here, because on one hand, I actually do see where this guy is coming from. I’m a game design student on a degree course structured around live client briefs and projects for contests (ie, the stuff we make has to work for people outside the university, not just ourselves), and as design lead for the first project of the course, I was fighting with a member of my own team about design decisions throughout the entire project. Dude with zero capacity for empathy spent a considerable amount of energy arguing about how it was a waste of time developing the relationship between the characters in what was explicitly supposed to be a character-driven story. The words “character-driven” were literally in the brief, and right up until the last day he was insisting it was a waste of time focusing on the characters. So I really, really feel the Starfield design lead’s frustration on the “stop arguing about shit you know nothing about” front.

    On the other hand, I don’t feel it’s very professional to air this frustration in public. If people don’t like Starfield, then they don’t like it, and the design lead complaining about it on social media isn’t going to change that, nor does it paint Bethesda in a good light. It just makes him look a bit petty, I guess?

    I guess it all comes down to whether the product meets expectations. Players are disappointed in Starfield, and even if they don’t know why design decisions were made, it doesn’t change the fact that the game hasn’t achieved what it was meant to achieve. People that spent a lot of money buying it have a right to feel annoyed, and being told “I’m right, you’re wrong” by the design lead isn’t helpful. And if the project does meet expectations, and it’s only a few assholes complaining, then nobody needs to say “I’m right, you’re wrong” because the end results speak for themselves. If Starfield had been a massive, widely-loved success, a few armchair devs saying “you should have done X, Y and Z instead” wouldn’t be taken seriously.

    • dreamer@lemm.ee
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      10 months ago

      I’m a creative and a designer myself. My philosophy is that at the end of the day the products should be judged by its result. It’s unfortunate because consumers often do not truly appreciate the amount of blood and trouble that goes into works when creatives feel they deserve a break sometimes. Again, at the end of the day, providing explanations why the game is shit is not going to make the game less shit.

      • frog 🐸@beehaw.org
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        10 months ago

        I completely agree! The guy can totally feel frustrated because he knows how hard his team worked, work that the consumers largely don’t appreciate, but he can’t argue people into liking the game if they don’t like it.

  • Scrubbles@poptalk.scrubbles.tech
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    10 months ago

    Starfield has it’s negatives for sure, but he has a point about what the communities have been like (including here on Lemmy).

    There have been so many armchair gamedevs who overnight know intricacies of engines, how programming works, how 8 year old computers should be able to run brand new AAA titles at 120fps. It’s been just exhausting reading these conversations.

    For example, one thing I read again and again was “Starfield just wasn’t optimized, they easily could have reduced memory and bumped framerates”. Which any actual programmer will immediately feel a pit of dread in their stomach because we’ve been asked to reduce ram usage or speed something up, and that is a daunting task in our simple little apps - let alone a major AAA game.

    Again I’m not saying Starfield was perfect. It has a lot of flaws, biggest one for me is that it felt like a game that came out 10 years ago in terms of how it played. But it didn’t deserve the overall destruction it received online. Any developer knows that the only people who can say “how” their game could have been done better were the ones who actually wrote it.

    • spaduf@slrpnk.net
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      10 months ago

      who overnight know intricacies of engines

      To be fair, this is an old, old engine with several generation defining blockbusters making use of it. Not to mention the massive modding communities who’ve probably spent more collective hours fighting with the engine over the past few years than Bethesda has.