Why Video Games are Hard to Make

Is writing video games software harder than other forms of software development? In his biography of a handful of video games, Blood, Sweat and Pixels, Jason Schreier answers it with an emphatic Yes.

 

First, he points out, video games are interactive. Which means they don’t move in a linear fashion, unlike say an animated movie or a movie like Avatar. Secondly, the game consoles (e.g. Xbox, or PlayStation) have newer, faster, better hardware capabilities every year. If you don’t come up with a game that can use those newer capabilities, your game will look tame and old. But that hardware is still under development, which means things are continuously changing:

“Making a game is like constructing a building during an earthquake.”

 

Third, games need other software tools like photo creators, and physics engines (you don’t want to program the laws of physics each time, do you?). These tools keep changing. Or the tools could do so much more with the improved hardware (see the 2nd point), and thus need to be updated and improved. That just adds to the list of moving parts the game developer needs to work with.

 

Fourth, as we know all too well, software development is notorious for its delays and schedule slips. Video games are the worst within that category. Because they have to contend with topics that aren’t objective: Was the game fun? Too hard? Too easy? Would the buyer want to play it again and again?

 

Which brings us to the last reason: it’s impossible to know the answer to the above questions (fun? too tough/too easy? addictive?) until one actually plays the game. Which means the feedback (internal, external, demos) can only be obtained via (partially) working software. And based on the feedback, you may to have re-do a lot of things, or worse throw out everything and start all over.

 

Besides, video games can’t be predictable, can they?

“Isn’t that (unpredictability) one of the reasons we love video games in the first place? That feeling of surprise when you pick up a controller and know you’re about to experience something totally new?”

 

All of which is why Schreier quotes Matt Goldman on the topic:

“Game development is… like being on the “knife’s edge of chaos,” where the sheer number of moving parts makes it impossible for anyone to find predictability.”

And yet, despite all the challenges, some video games do manage to become insanely popular.

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