I was wrong about game development

24 points by mijndert


dijit

As a game developer myself, I feel you.

Engineers hate working without defined requirements, and there's nothing quite so undefined as art, and everything about games is art... from the literal art, to the way you're meant to feel when playing..

So I empathise.

One thing that might be valuable to bring up, however controversial, is to look at what existed before and how it impacted people.

Back in ye olden days of games, arcade cabinets used to reset scores on occasion - we have technology to do one better: major version leaderboards.

Immortalised in history as being "position 70" on the first leaderboard. This is largely how "ranked games" work with regards to seasons (Apex Legends is a prime example).

Food for thought, but of course it makes things less simple and somewhat more "eternal"- which is violates that feeling that things are attainable, as you're fusing out the mechanism to ever dethrone someone on a prior leaderboard.

FWIW Simulation software also works like this, if you do flight sim training; your session data will be recorded against a version of that software and it will be recorded as such.