In this 2018 GDC talk, Freehold Games' Jason Grinblat walks through the novel approach he used to generate histories for Caves of Qud, laying out some common...
Jonathan Blow on Rigged RNG in Games ("Sid Meiering")
Clipped from a Twitch stream and https://www.youtube.com/watch?v=v_A3T-MLWJ8
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Snip taken from "Preventing the Collapse of Civilization / Jonathan Blow (Thekla, Inc)"Original video: https://www.youtube.com/watch?v=ZSRHeXYDLko#gamedev #g...
Jonathan Blow (the game designer of The Witness and Braid) talks about what he sees as problems with Valve.
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Preventing the Collapse of Civilization / Jonathan Blow (Thekla, Inc)
A discussion about how they make software and what this means by Jonathan Blow, Thekla, Inc.
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As a retired software engineer - Software complexity grows during development until you hit a critical point where nearly everything works, then if you are allowed by management to keep going, it will get simpler and simpler as you refactor based on what you've learned during development until everything actually does work. Unfortunately, management rarely allows you to keep going much past that complexity peak because it's close enough to ship.
"Supply chain issues". Wow, that one turned out to be more prescient than even he could have predicted. Great talk.
Another parallel is in the shipbuilding industry. In 2000 Swan Hunter cot a contract to build two Bay class landing ships for the Royal Fleet Auxiliary.
The yard hadn't built a ship in years, so a lot of the knowledge of how to build these ships had been lost. Costs went through the roof, the yard went bust and the second vessel was transferred to BAe systems at Govan for completion.