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Search - "shitty design decisions"
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Wrote this on another thread but wanted to do a full post on it.
What is a game?
I like to distinguish between 1. entertainment, 2. games, 3. fun.
both ideally are 'fun' (conveying a sense of immersion, flow, or pleasure).
a game is distinct (usually) from entertainment by the presence of interaction, but certain minimalists games have so little decision making, practice, or interaction-learning that in practice they're closer to entertainment.
theres also the issue of "interesting" interaction vs uninteresting ones. While in broad terms, it really comes down to the individual, in aggregate we can (usefully) say some things, by the utility, are either games or not. For example if having interaction were sufficient to make something a game, then light switches could become a game.
now supposed you added multiple switches and you had to hit a sequence to open a door. Now thats a sort of "game". So we see games are toys with goals.
Now what is a toy?
There are two varieties of toy: impromptu toys and intentional toys.
An impromptu toy is anything NOT intended primarily, by design, to induce pleasure or entertainment when interacted with. We'll call these "devices" or "toys" with a lowercase t.
"Toys", made with the intent of entertainment (primarily or secondarily) we'll label with an uppercase T.
Now whether something is used with the intent behind its own design (witness people using dildos, sex toys, as slapstick and gag items lol), or whether the designer achieves their intent with the toy or item is another matter entirely.
But what about more atmospheric games? What about idle games? Or clickers?
Take clickers. In the degenerate case of a single button and a number that increases, whats the difference between a clicker and a calculator? One is a device (calculator) turned into an impromptu toy and then a game by the user's intent and goal (larger number). The second, is a game proper, by the designers intent. In the degenerate case of a badly designed game it devolves into a really shitty calculator.
Likewise in the case of atmospheric games, in the degenerate case, they become mere cinematic entertainment with a glorified pause/play button.
Now while we could get into the definition of *play*, I'll only briefly get into it because there are a number of broad definitions. "Play" is loosely: freely structured (or structured) interaction with some sort of pleasure as either the primary or secondary object, with or without a goal, thats it. And by this definition you can play with a toy, you can play a game, you can play with a lightswitch, hell you can play with yourself.
This of course leaves out goals, the idea of "interesting decisions" or decision making, and a variety of other important elements.
But what makes a good game?
A lot of elements go into making a good game, and it's not a stretch to say that a good game is a totality of factors. At the core of all "good" games is a focus on mechanics, aesthetics, story, and technology. So we can already see that what makes a good game is less of an either-or-categorization and more like a rating or scale across categories of design elements.
Broadly, while aesthetics and atmosphere might be more important in games like Journey (2012) by Thatonegamecompany, for players of games like Rimworld the mechanics and interactions are going to be more important.
In fact going a little deeper, mechanics are usually (but not always) equivalent to interactions. And we see this dichtonomy arise when looking at games like Journey vs say, Dwarf Fortress. But, as an aside, is it possible to have atmospheric games that are also highly interactive or have a strong focus on mechanics? This is often what "realistic" (as opposed to *immersive*) games try to accomplish in design. Done poorly they instead lead to player frusteration, which depending on player type may or may not be pleasureable (witness 'hardcore' games whos difficulty and focus on do-overs is the fun the game is designed for, like roguelikes, and we'll get to that in a moment), but without the proper player base, leads to breaking player flow and immersion. One example of a badly designed game in the roguelike genre would be Early Access Stoneshard, where difficulty was more related to luck and chance than player skill or planning. A large part of this was because of a poorly designed stealth system, where picking off a single enemy alerted *all enemies* nearbye, who would then *stay* alerted until you changed maps, negating tactics that roguelike players enjoy and are used to resorting to. This is an important case worth examining because it shows how minor designer choices in mechanical design can radically alter the final quality of the game. Some games instead chose the cheaper route of managing player *perceptions* with a pregame note: Darkest Dungeons and Amnesia TDD are just two I can think of.11 -
So i wasted last 24 hours trying to satisfy my ego over a shitty interview and revisiting my old job's codebase and realising that i still don't like that shit. just i am 25 and have no clue where am i heading at. i am just restless, my most of the decisions in 2023 have given very bad outcomes and i am just trying doing things to feel hopeful.
context for the interview story-----
my previous job was at a b2b marketing company whose sdk was used by various startups to send notifications to their users, track analytics etc. i understood most of it and don't find it to be any major engineering marvel, but that interviewer was very interested in asking me to design a system around it.
in my 1.2 years of job there, i found the codebase to be extremely and unnecessarily verbose ( java 7) with questionable fallbacks and resistance towards change from the managers. they were always like "we can't change it otherwise a lot of our client won't use our sdk". i still wrote a lot of testcases and tried to understand the working of major features.
BTW, before you guys go on a declare me an embarrassment of an engineer who doesn't know the product's code base, let me tell you that we are talking SDKs (plural) and a service based company here. their was just one SDK with interesting, heavy lifting stuff and 9 more SDKs which were mostly wrappers and less advanced libraries. i got tasks in all of them, and 70% of my time went into maintaining those and debugging client side bugs instead of exploring the "already-stable-dont-change" code base.
so based on my vague understanding and my even more vague memory from 1 year ago, i tried to explain an overall architecture to that interviewer guy. His face was screaming the word "pathetic" from his expressions, so i thought that today i will try to decode the codebase in 12-15 hours, publish a cool article and be proud of how much i know a so called martech system design. their codebase is open sourced, so it wasn't difficult to check it out once more.
but boy oh boy i got so bored. unnecessary clases , unnecessary callbacks static calls , oof. i tried to refactor a few classes, but even after removing 70% of codebase, i was still left with 100+ classes , most of them being 3000-4000 files long. and this is your plain old java library adding just 800kb to your project.
boring , boring stuff. i would probably need 2-3 more days to get an understanding of complete project, although by then i would be again questioning my life choices , that was this a good use of my 36 hours?
what IS a correct usage of my time? i am currently super dissatisfied with my job, so want to switch. i have been here for 6 months, so probably i wouldn't be going unless i get insane money or an irresistible company offer. For this i had devised a 2 part plan to either become good at modern hot buzz stuff in my domain( the one being currently popularized by dev influenzas) or become good at dsa/leetcode/cp. i suck bad at ds/algo stuff, nor am i much motivated. so went with that hot buzz stuff.
but then this interview expected me to be a mature dev with system design knowledge... agh fuck. its festive season going on and am unable to buy any cool shirts since i am so much limited with my money from my mediocre salary and loans. and mom wants to buy a home too... yeah kill me3 -
Am I the only one who thinks that Apple loves fucking over its developers? Besides for the yearly fee, they seem to release iPhones with drastically different screen dimensions, which forces devs to make their apps compatible with a new layout. I can't imagine the nightmare this causes for devs of games, which often have custom UIs.
First we have the change to a taller screen dimension for absolutely no fucking reason, then there was a display size increase, and now there's curved corners and the top of the display extends on both sides but not the middle.
That last bit must make for some really fucked up design decisions. Who the fuck thought that a partial screen would be a good idea? Screens would cost a ton more and would be substantially harder to replace. Not to mention how screen protectors will be less likely to stay on...
IMO this is just as bad as Android version fragmentation. 😒2