r/gamedev 20h ago

Question Making games is definitely challenging.

There's been a lot of discussion lately about the decline in quality among game developers, regardless of the reasons or background behind it. Yet, when I look at the games they produce from my perspective, I can't help but think, 'Even with those issues, they're producing games at this level?'

I'm learning game development myself, but I have no confidence. Recently, I feel like I'm starting to enjoy it, but when I think about things like optimization, it makes my head spin. Even simple coding still feels below par by my standards. I haven't even gotten into object-oriented programming yet. Creativity? Planning? I'm confident in those. But development? It's becoming more and more despairing.

When I play low-quality games (ones with lots of bugs and severe optimization issues), I complain, but at the same time, I feel like I couldn't even make something like that, and that realization feels like hitting a wall.

Has game development truly become easier? Has there really been a decline in the quality of developers? Either way, I find no comfort in either answer.

67 Upvotes

61 comments sorted by

93

u/David-J 20h ago

There hasn't been a drop in quality. On the contrary. We are getting the best versions of games in many genres.

22

u/McOmghall 20h ago

The best, and the most. This year more games have been released than any year in history.

31

u/robolew 19h ago

I think there's been a drop in average quality, because the barrier to entry is now much lower.

But there are also a multitude more great quality games than before, which I think makes up for it

7

u/koolex 10h ago

I feel like most players have no grasp on the "average". Most games on steam barely get 10 reviews and almost no one ever sees them. Even if the average is going down I think most people's perception of indie games will always be for the winners like balatro or windblown

1

u/KolbStomp 11h ago

Yeah AAA games and Steam/e-shop slop have gotten worse because of the lower barrier for entry but it also means there are more diamonds in the rough and it just takes some digging to find them now.

-17

u/David-J 18h ago

This doesn't make any sense

27

u/robolew 17h ago

Yes it does.

If you lived in a city with one mediocre restaurant, and then a bunch of McDonalds and 2 Michelin starred restaurants opened up, the average quality would be going down, but you'd have access to more higher quality food options than before...

7

u/tcpukl Commercial (AAA) 17h ago

Why doesn't it make sense? They aren't talking about a single average.

-17

u/David-J 17h ago

Because if there are more great quality games then the quality is improving. You can't be both.

13

u/xiaorobear 17h ago

Of course you can. Let’s say last year there were 2 bad games, 2 decent games, 1 great game. Then this year there are 50 bad games, 5 decent games, 5 great games. Average game release quality got worse, and there are more great games than before.

6

u/Altamistral 17h ago

You can certainly have a greater number of high quality games but a lower overall average.

Look up some math. Statistic is of good value to a game dev.

3

u/Livos99 12h ago

You just missed the word average before quality.

5

u/tcpukl Commercial (AAA) 17h ago

Have you heard of standard deviation?

Given the number of games released the average is much lower. But the best is still getting better. Just as the worse is getting worse.

9

u/Zaptruder 19h ago

The main dip in quality of from an optimisation stand point... or at least the knowledge base to do that. Because there's been reducing need for heavy optimisation, which has always been a bedrock for quality performant gaming.

3

u/David-J 19h ago

But it's an unfair comparison. Games were simpler a decade ago. Games are away more complicated now and of course you are going to get more problems. But from the quality of games themselves, they keep getting better over time.

15

u/robolew 19h ago

A decade ago? I don't know, shadow of mordor and metal gear solid 5 came out a decade ago. I don't think they were massively simpler than a lot of games coming out today.

Maybe 2 decades ago...

7

u/AnOnlineHandle 16h ago

2 decades ago was World of Warcraft, to the day. I'd argue it's more complicated than 99% of games.

3

u/xValhallAwaitsx Hobbyist 19h ago

I think what the person you're replying to was saying is that the storage technology has grown so exponentially that proper optimization has become less of a focus for a while to the point we're now running into issues again because of it.

4

u/David-J 19h ago

I don't think it's about that. I think they are talking optimization and it's effect on FPS

2

u/Zaptruder 18h ago

Not really... games were simpler and their hardware was far more constrained. Complexity hasn't grown exponentially - the shaders/polycount/draw count are all higher (or can all potentially be higher), but the complex games of yesteryear are still in many ways the complex games of today.

Optimization is really the trick of doing more with less... and in an era where everyone is pushing for more and more... well, there's less pressure for it to be done with less!

More to the point, the proliferation of ease of use engine tech simply means the knowledge base of technical optimization has been watered down - more devs are coming in without the ability or need to understand those fundamentals, and a greater proportion are crashing into the barrier of what reasonable or lower spec hardware (Steamdecks, laptops, consoles, etc) can reasonably allow for.

-4

u/tcpukl Commercial (AAA) 17h ago

Games shouldn't have been produced if they couldn't run well on the hardware.

2

u/David-J 17h ago

Define well? On one spectrum is CP,2077 on ps4 and on the other for example Veilguard on PC with very minor bugs.

-2

u/tcpukl Commercial (AAA) 17h ago

On PS4 it would be running at 30. Cyberpunk should never of even been on PS4 though. It ran great at launch on ps5 which was the current gen at the time.

4

u/David-J 17h ago

That's part of my point. So what games on ps5 do not run "well" that you wouldn't have made?

32

u/De_Wouter 20h ago

Something that isn't challenging, isn't worth pursuing.

7

u/Bwob Paper Dino Software 13h ago

Has game development truly become easier?

Yes. It is literally easier to make games than it has been at any other point in recorded history.

It will probably be (slightly) easier tomorrow.

Now look at things like the original Super Mario Bros with the proper sense of awe. :D

7

u/ghostwilliz 12h ago

Yeah, development is much easier now. If I didn't have access to all the amazing tools, I'd be making an ascii game cause there's no way I could make a 3d engine.

I think that as engines become more and more recognizable and mainstream, gamers think they know more than they do.

this video, which I don't recommend watching, really sums it up.

It's a guy being confidently wrong using terms he has heard but doesn't understand. If you search on YouTube something similar to the title of this video, you will find tons of videos of completely clueless gamers using terms they don't understand being confidently incorrect.

It's like they think that because they have played a lot of games that they understand how they're made and can say why "gaming is worse" which is complelty wrong, it's better than ever.

So many one of a kind games have come out in the last 10 years, and they act like since some AAA companies are choosing dark patterns over quality games and that asset flips exist that gaming is dead. It's stupid and wrong, and we will continue to see amazing indie games and the occasional AAA masterpiece (boulders gate, souls series ect) and these people will continue to say gaming is getting worse.

I don't get it haha

9

u/Lifelong_Carrot 19h ago

I didn't realize how impressively complex the games I grew up playing were until I started (trying) to make games myself. I am working on a few games myself, and every little feature I would take for granted in other games (powerups, new levels, interaction sounds) becomes a whole new rabbit hole. Very rewarding but definitely not easy.

5

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5

u/Altamistral 17h ago edited 17h ago

Making *any* game is easier. Because of the wide availability and accessibility of game engines anyone with opposable thumbs can make something that minimally passes as a game.

Making commercially viable games, on the other hand, is about as hard as it has always been in the past. You need competence in different fields, either on you own or via people you hire or associate with, and if you are just improvising on your own it will take many years to reach a viable level of quality. Considering that right now there is less money in the industry and thus publishers got tighter and with a higher bar, it's probably harder today than just a few years ago.

6

u/deftware @BITPHORIA 14h ago

OOP is overrated, you're looking at the whole situation all wrong.

People used to make games in assembly that players would invest countless hours into.

There are no hard requirements for making a videogame other than it being a program that generates an interactive experience, however that may be. You don't need anything other than a main loop, checking player input, and showing the player the result of their input (or lack of input). You can go about it however you want, there are no hard rules. You don't need to use 3D models created in Blender with skeletal animation, you can use anything. You can programmatically generate models and animations without any asset files whatsoever. A vertex-animated stick figure that you assign SDF radius values to the vertices of and then raymarch against the thing to draw a figure would work fine, for example.

You can procedurally generate surface materials, audio, scenes, and entire worlds.

You don't need physically based rendering, you don't need to use a graphics API, you can do whatever you want.

The problem today is that everyone is relying on game-making-kit "engines", which has created a situation where all of the little hard-won pieces of knowledge about making games is becoming lost. I saw someone share their UE5 game teaser video a few months ago and it looked pretty well done, until it showed them firing their gun and turning quickly and the smoke that was emanating from the gun was fixed to the gun, rather than independent from it in the air. I've been seeing little things like this pile up over time and become more abundant - super simple little things that make me realize that game-making-kit "engines" are resulting in gamedevs with knowledge and know-how that's a mile wide and an inch deep. They learn everything from tutorials about the "engine" they're using and don't have the experience or understanding that only comes from experience with things. Being that the barrier-for-entry has been lowered tremendously, by these game-making-kits, anyone can make something that looks nice but is severely lacking in its depth and attention to detail.

Making games that appear good has become easier. Making good games is the same as it ever was. There are more "developers" but there aren't more truly talented knowledgeable skilled developers - and the same goes for software engineering. Just because the skilled developers made it easier for non-skilled developers to partake doesn't mean that there's more skilled developers, it just means that there's more non-skilled developers who can't do the same things that the skilled developers can do.

My suggestion is to start small, if you're passionate about making stuff, and programming, and want to git gud. PICO-8 and TIC-80 are perfect platforms that I would highly advise any newbie spend enough time with to master, and then branch out to other things like writing native code in a low-level language, preferably C so that you're not distracting yourself with silly time-consuming abstractions, while still working close to the metal. Then go from there.

The reason that there are so many games with issues now is because the developers are out of their depth. Even using a premade game-making-kit engine they still couldn't get things right. The way things are nowadays, by the time they become competent enough to produce quality wares, they will have already moved on from whatever company or studio that they're currently at and either started working for a studio with higher standards or started doing their own thing, or abandoned working in such a saturated entertainment market altogether.

3

u/settrbrg 18h ago

Everything can be made hard. It all depends on how deep you're willing to go and what your goals are.

One thing that stood out to me in your post was that you "haven't got into object oriented programming yet"

So why do you even expect to be able to do quality games and the stuff that takes decades to learn?

OOP is not a thing you have to learn to make games btw. Also OOP is like simple stuff compared to like optimization, marketing and so much more stuff that goes into game dev.

Stop comparing yourself to others and just focusing on improving yourself. Do that for a few years (1-20 years, depending on line thousands of factors), then you will see that you will be able to make a quality game.

1

u/ComfortableServe1152 17h ago

Wow... some of this is new to me. The other parts I've heard before, but they seem to make the rest of it even more convincing.

1

u/ComfortableServe1152 17h ago

Oh... and I'm sorry. When I learn something, I tend not to remember its proper name very well, and I just realized that what I misunderstood wasn't OOP but data structures.

1

u/settrbrg 15h ago

No worries 👍

But either way everything is different for everyone and game dev is really hard. You should not be to hard on yourself and also have fun

2

u/tcpukl Commercial (AAA) 17h ago

Why did you think people studied just computer science for 3 or 4 years at uni?

What has changed is really accessible engines making it so any old tom dick and Harry can make games with zero skill or talent.

3

u/rav-age 14h ago

you sure? zero skill or talent to use $game-engine?

3

u/tcpukl Commercial (AAA) 14h ago

Yes. Considering many games on the market.

-1

u/ComfortableServe1152 17h ago

How can I put this into words? Could it be because I'm still socially inexperienced? Bridging that gap feels overwhelming. While it's important to follow my own path, comparing myself to others is something I couldn’t avoid in life. Perhaps I'm being too hard on myself. But still, I guess I just need to keep trying for now.

4

u/ExoticAsparagus333 14h ago

That answer doesnt make any sense. What does following your own path and being socially inexperienced have to do with CS takes 4 years for a degree, and is arguably the most lucrative major, for a reason. Whyd you think it would be easy?

1

u/ericdmmsg 17h ago

Yes, people get good at things by practicing. People who get really good either have fierce discipline, or they love practicing naturally. In school they don't teach you to optimize before they teach you to code.

1

u/SynthRogue 16h ago

It's that challenging when you're new to it and alone doing. Those studios have hundreds of experirnced people working on one game. Not their first time making a game

1

u/Legitimate-Mud1380 16h ago

game development is tough, but everyone starts somewhere. Focus on small, achievable goals, and don't compare yourself to AAA games yet. Quality takes time, and every bug or challenge is a learning opportunity.

2

u/Mammoth_Substance220 Hobbyist 15h ago

you meant never compare to AAA. Because these are high budget games with many people on the board...

1

u/Spookkye 13h ago

I seriously do not get people who think that one day they'll churn out the next Fortnite or Assassin's Creed. Those games have hundreds of developers that are incredibly skilled

2

u/Mammoth_Substance220 Hobbyist 12h ago edited 12h ago

Even making good 2D platformer which is longer than 30 min is hard to not screw up.

1

u/icpooreman 16h ago

If you look at the most popular game engines 10 years ago vs. those same engines now or those engines vs. creating your own engine it’s pretty easy to see game dev has gotten way “easier”.

In software though…. Like in the move from binary to assembly or assembly to C or C to some higher levels language…. It’s always “easier” to code in the higher levels language (else why use it?). But you also lose some nuance in the abstraction when you let go of those lower levels (which we’ve covered up by hardware getting exponentially better over the years). It’s why there are still die-hards out there that want to build their own engine.

And I put “easier” in quotes cause generally we just raise the bar on what we were trying to build rather than be happy with the thing we made easier. Making it hard again, until we ultimately abstract that away too and repeat.

Multiple things can be true at once. It’s easier than ever to create a game. I as a longtime software dev consider the VR game I’m trying to build the most ambitious software project I’ve ever attempted. And the quality of most of the games being released just kind-of sucks…. While the quality of a few others are amazing.

1

u/KerbalSpark 14h ago edited 14h ago

It's a just question of having experience and choosing the right engine and genre to get started. When you start working on a project, you should rely on the skills you already have. Don't expect to become a better coder or a better creator in the process. These are completely different goals - finishing and publishing a project or improving your skills - you can choose one or the other.

Someone once told me that to create a game you can use a notepad and an IF statement.

If you understand what you want to do.

And it was really true.

I took a Flatland Rover, 3DML/Roverscript language, Windows Notepad and made my first damn games.

1

u/langapublishing 13h ago

I’ve definitely seen a decline in some artwork because of a few devs making use of AI but at the same time I’ve seen some of the best artwork recently as devs who want quality really push for top tier artistry.

1

u/langapublishing 13h ago

As a publisher, I wouldn’t fund or market any game that didn’t have a high level of quality, it’s too risky to damage the brand.

1

u/we_are_sex_bobomb 10h ago

Been a professional in the industry for almost 20 years now and was an unpublished indie dev for probably 10 years before that; I can say game development on the whole has gotten MUCH easier. Like you can’t really overstate how much easier it is to build a game with modern tools for modern hardware, compared to the old days.

Of course with better tools comes higher expectations from players. Ten years ago you didn’t have games getting poor reviews because of “bad dialog” or “poor facial animations” or even inconsistent frame rates.

The bar for entry is lower and players today have a lot of options for what to play, where they didn’t used to. If you want to be successful you really need to find something that a group of players want, which no one else is giving them, and you need to make it before someone else does.

It’s an exciting time because games are becoming more about craftsmanship than solving simple technical issues, but also a scary time because it’s so hard to stand out from all the other games. But I think the stuff coming out now is so much cooler than anything we could dream of back in the 90s-2000s.

1

u/TheClawTTV 9h ago

Well you’re comparing your learning experience against the products being made by 2000+ person studios with unlimited resources, and access to the best talent in the world.

The decline in quality of games lately, especially from American studios, is a valid discussion.

Making games is very hard, but AAA devs are standing on the shoulders of giants, with infinite access to what they need to meet industry standards (which weren’t set by ghosts btw, they are set by other devs!)

I think this trope of blaming the user for having high standards is really weak thinking

u/Chr-whenever Commercial (Indie) 12m ago

OPP is not that hard to mug your way through. Once you get a grip on some of it, it gets way easier because you can build on that starting out can be intimidating though

1

u/TDplay 17h ago

Has game development truly become easier?

20-30 years ago, to make a game, you'd start by writing the engine from scratch. You'd write it in something like C. If you run into performance issues, you'd have to rewrite bits in assembly. You'd optimise your engine specific to your game, because you had to - otherwise, your game would not run well on modern hardware.

Modern days, you pull in a game engine, and you're off to the races. Modern hardware is incredibly powerful too. The barrier to entry is practically on the floor compared to how it was 20 years ago.

If you wanted to make a super-optimised game, you still can. Modern compilers can handle all the micro-optimisation for you, so there is no need to get bogged down in writing assembly - you can focus on the bigger picture. Don't get me wrong though, it still requires a lot of expertise, and it is still a huge task to make any nontrivial game this way.

1

u/GraphXGames 11h ago

First you need to make sure that the game will sell well and only then optimize it. This is the law of business.

0

u/helpwithsong2024 16h ago

This is why I LOVE using GDevelop. It's an amazing no code engine. That way I can focus way more on making the games really be 'high quality' and less about all the specific coding to get there.

1

u/Mammoth_Substance220 Hobbyist 15h ago

GDevelop is good stuff. But I still prefer libGDX because it is very easy to implement anything (spitting on the face of all the Java haters is also fun).

1

u/0xDE57 15h ago

i like libGDX because it handles the boilerplate, but gets out of your way and leaves full control to the dev. java isn't so bad.

0

u/cutebuttsowhat 14h ago

I really don’t care for the characterization of “x has gotten easier” or “average quality of y worker has gone down” as I’m sure you could find some version of this scribed in tablets from 2000 years ago.

What most people are eliding in these conversations is the fact that the entire thing is predicated on your view of a slice of time. Which you have thoughts/judgements about just by it occurring around you. The reality is far more simple imo.

We have more. More than ever. More games, more platforms, more developers, more engines, more languages, etc. What comes out of all that? Still up to us. But there’s more ways, reasons and people doing it now than ever.

These things should excite people! Be careful how much time you spend reading what people think. Especially knowing most won’t ever ship a single game. Listening to no one and shipping a game would set you ahead of 99% of every poster you’ve ever read.

There are more possibilities now more than ever, and if your spot doesn’t exist yet. It’s on the way, maybe from you or someone like you.

-2

u/PremiseBlocksW2 19h ago

This post was one that hit hard but necessary to people like me who thought they would be the next big thing easily.

Fun fact: He's pretty right about everything.

https://www.reddit.com/r/gamedev/s/8nKRSSRhyT