"The excuse is well, I don't have an SGI machine or a 200mhz Pentium." This is an underrated line. Today's aspiring game developers have tools so performant, accessible and effective, developers like this could only dream of using them. Make your game!
@@cheydinal5401 So? That was always the case. Look up old shareware compilations - there were dozens of bad tetris clones and crappy platformers with awful controls. But in the end, we only remember the good ones, like Doom or Duke Nukem.
They were still made by those businesspeople there was just a greater willingness to try new things. Any burgeoning industry will have that spirit of entrepreneurship but video game revenue now triples cinema revenue year on year. I get where you’re coming from, however.
So what I'm hearing is 1. Chase trends that will be out of fashion by the time your game is complete 2. Implement loot boxes, battlepasses, microtransactions and five different currencies 3. Lay off staff in order to make it look like we made more money in quarterly reports I'm an executive at EA if you couldn't already tell
@@liskeke basically. it's the most common issue people experience when they get a raise/start making more money. they end up not really making more money because they start buying more things, and it's the same issue with technology as a programmer. even a cheap laptop has a lot of power in it, but we don't see that because developers think it's fine for an operating system to take a whole minute to load 30 years worth of drivers instead of pulling from a repo as needed. webdevs using JS frameworks because that's "standard" when they could gain +95% load times by actually doing their job and writing some code, but the problem is programmers don't exist outside of hobbyists that actually keep the internet running as companies steal their code on a daily basis. professionals don't know how to code, only how to steal code, and nobody even knows how to optimize, they just use "AI" and rely on shitty languages with garbage collection to do their job for them (Rust).
@@dordly You are right. Nobody knows or cares to code anymore, and ridiculously powerful hardware is wasted on using convoluted, overdesigned software upon software. But this not the thing that spoils people. It's the wealth of possibilities. Back in the day, you had limits, and you tried to overcome limits, and that's how interesting stuff happened. Now anything is possible in game development, so there is no direction in where you should be going(which limits dictated), so there is no motivation.
@@damazywlodarczyk people definitely still know how to code and the limitless possibility of games given our current technology has given amazing games that would not be possible prior to this. You sound like some out of touch depressed old man that knows little about either subject (coding and game design) thus you have a warped out of touch perspective based on assumptions you have about industry's you are not involved with and have little knowledge about. Maybe in your country (by your name I'm guessing Poland) this is true but do not speak for the world and industry as a whole. Go rant about how modern music, movies, cars etc are also bad old man and take your meds lol.
@@damazywlodarczyk - You are correct sir (or madam). You had to become smart and more creative just to get it to do something simple. This is kind of like how I feel about the Star Wars Prequels, George Lucas had tremendous pressure with the original Star Wars (aka A New Hope aka Episode IV), with a limited budget, problems on set, practical considerations, etc. By the time the prequels rolled around some 25+ years later, Lucas had everything he wanted, and nobody to tell him no. Which produced, what I feel is an inferior set of movies in the "prequels".
Modest guys scare me because they're often the most talented ones. Shakespeare wrote in one poem that he's just an unlucky man who writes plays because nobody else wants to.
@@gaarakabuto1Respectfully, hard disagree. Claudius’ prayer in Hamlet, “My words fly up, my thoughts remain below; words without thought never to heaven go,” still makes my heart twist, and that’s just one great moment among many.
Growing up with gaming culture in the 90s was one of the most enjoyable things i ever experienced. The sky really did seem limitless. Everyone was excited for new games and where they would take us. The possibilities, the creativity and total lack of rules. Gameplay. Something to pick up and play and get involved. Thats gone now.
I've been saying this for years but you people never listen. Gaming should be fun and engaging with longevity but instead all we get are boring repetitive one and done walking simulators with graphics and you people eat it all up
Basically, understand what fun is. A lot of studios make games for the money, not for the fun or artform of it. This is what happens when you let the wrong people fund and make your games. Edit: If you're chasing profit, then chase the fun factor. It's not rocket science. Money will come in naturally and in abundance. Following trends lead to the stagnation of games. It kills innovation. Nobody wants clones of other games. People want variety and unique differences, games that want to be their own thing unlike any other. It really sucks when a new game tries to be like some other game you played. They always tend to use the "This inspired my game" excuse. It's just not impressive.
Idk I've worked at big studios and there are a lot of talented people there who are burning with passion. Money was always hard and is harder still today, no sane programmer goes into gamedev for money or stability. If you're for example a graphics programmer like I am, your skillset can be utilized somewhere else for a lot more money and a lot less stress. The budgets and team sizes have inflated to hollywood levels while game prices have not compensated for that. That is why studios always try to find investors and constantly have to be churning out games, otherwise they're just DONE. People at the top (like studio directors) ask themselves, is it better to bend the knee to a corporate sugar daddy or stop making games altogether? And the first option seems more appealing. At least in the last decade. Now there are a lot of free to use accessible tools - anyone can make a game and people from big studios are leaving to make their own way, like Nate Purkeypile from BGS or Raph Colantonio from Arkane. Because working in big studios is insanely toxic. You crunch your soul out and then get shit slinged at you by the entire internet or get circlejerked to crazy stupid levels for like a year. This is not a gamble a passionate artist wishes to take.
You cant make a living just making games for fun. You have to make what sells. Surely you can last for a while on your own, but at the end of the day it always comes down to not only skills and motivation, but also politics, country of origin, stupid CEOs, boomers and current industry situation. Some people are even asking you to ship AAA titles before getting paid, yet they have no problem with you working for them making presentations to potential investors. And there is even more with people just doing mods, but why do they get hired? Oh its because friends who had success are from countries ruled by US hegemony. Tell you what, its not always coming down to yourself being lazy or coming up with silly excuses. Do what I do for 8 years and lets see how you feel after that.
I am still sad I gave my SGI Indigo² away 20 years ago :( But I was moving and the 20" Sony Trinitron monitor that came with it (and you needed because of proprietary video connector) weighted about 40 kg.
@@meltdown6165 you gave away or you sold it? I believe something like that was crazy expensive those days, heard it was used in VFX and graphics production for movies too
@@jishan6992 I gave it away. Bought it used for 1000 SFr in the year 2000. The problem was that I did not have any Irix software for it, I could just run some demos. 3D software for it was very expensive.
It's a little sad that big game companies in 2024 even have to be reminded to make GAMES. Budgets going so far into making games more into interactive films that they forget that spending several years and millions of dollars isn't always necessary to make a fun, engaging game that will still make money.
@@VGF80 Yeah but rushed, poorly optimized FMV doesn't push you to get a new overpriced graphics card every 2 years like rushed poorly-optimized realism-chasing-polygons and 16k texture maps do! (this comment sponsored by NVIDIA)
@@TravisHi_YT Comments like this are hilarious because 'corporate' games always try to avoid politics, whereas indie titles are usually ultra-political and unashamed. But you weirdos think a video game having black people is 'propaganda' lmao. You guys legitimately think Ubisoft - a famously conservative company that has had multiple abuse scandals and whose leaders donate to conservative politicians - is somehow woke because they made a game with a brown chick in it.
That guy who made Detroit: Become Human. As well as Heavy Rain and many other games that looked cool and had an interesting premise, but were ruined by bad writing and poor choices. Off-topic, I've heard D: BH would be better if it was just Connor and Hank. I don't know if this is true, but since they had the most memes made out of them, I'm going to assume so.
@@ieuansmith518 Of course he wants to be a huge film director, he would instantly ditch the game industry if Hollywood called him up. That doesn't mean that you lump his games n together with the actual "Cinematic Games" like QTE games or Walking Simulators; MGS games don't sacrifice gameplay for cinematics at all.
Love this! I downloaded Unity one day, started getting a sense of the toolset, and then suddenly realized I had no interest in actually designing games. I was interested in making assets, tooling, and game systems, but I had no story or passion. I would love to work with someone who had a great idea make a fun game. But I don’t think I would do it by myself.
Huh I am sort of the opposite. I have always enjoyed making games stories, I kinda always assumed that was the easy part because everyone likes to be the center of their own story. But I have really struggled with the assets and things like that. Map making, modeling, UV maping, programming, and UX design are all brutal for me. So because of that I usually stick with TTRPGs (Borrowing maps from other creators) and games I can make using imagination, story, or Spreadsheets/mechanics (cause I am also good at maths) to make for really satisfying Ludonarrative Harmony.
I personally enjoy the game design part a lot, I have so many ideas I want to make real but I admit I'm not that good at it, actually I'm still learning. I'm very good at the programming part tho but that's about it, I have to look for assets to use and sometimes it's a shore and I can't replicate what I have in my head. I did try modeling, making particles, animation etc but that was clearly not for me lmao
It’s gonna sound weird then for me to say but, that’s super cool to hear there are people like you out there who have a story to tell and are full of brilliant ideas and ways to get there that give us creatives who just love the process of solving problems and making the final product be top notch something worth while to do! We need each other. This will also sound weird, but I think the greatest creator (God) had this in mind when he made us, so that we would have to rely on each other. I think video games are a gift from him in many ways!
It sounds like some people who discover they want to be a game creator often dabble into the technical aspects because that’s sometimes what makes the game fun and differentiated from others. But making something visually appealing is a high barrier to cross that’s not worth the fight and so maybe they can partner with artists and designers to turn their vision into reality. I guess I thought people who made indy games were just good at it all for some reason! I could draw or paint all day, or write music, and never run out of ideas. But I found I would never have an interest to turn that art into a video game - probably an asset for a game, sure, and I’d love to do music for a video game some day! That would be a blast.
I love programming games and designing the gameplay mechanics but I'm slow to actually create the assets for ingame content so they always get overly simplified to reduce work load and scope. My games be looking like ROBLOX characters doing Resident Evil kicks for this reason. I also have absolutely zero focus on story or dialog elements.
"Understand that there is as much technology in Street Fighter 2 as there is chess in Street Fighter 2". I really picked that up, that all sorts of thing in life is a combination of stuff you might not even think about.
There's way too many people in the games industry that wish they were in the film industry. There's serious envy from a lot of games producers. There's so much talk about elevating games from those types and it always turns games into "interactive" movies. I'm all for a narrative experience when it leverages the strengths of the medium but so few games actually treat the story like it's part of the game and not tacked on in cutscenes.
Jaffe cites the development of God of War as proof, at least to him, that cinema-envy is not the way. He typically cites Nintendo's methodology of a gameplay core with a story wrapped around it as the right way to do games.
I'm not so sure that it is film envy, more just a limited mindset. I'm sure some people wish they were making films instead of games, but I don't think it's fair to characterise all of it as just being that. You're right, the way to elevate games as an artistic medium is not to just put cutscenes into the game, if anything that removes the aspects of gaming that make it such a potentially interesting art form. But the thing is, gaming is such a unique art form that it's really difficult to even conceptualise how to take it to the next level. There are so few examples of games that do it right, and even from those examples people often learn the wrong lessons from it. I think of games like Papers Please as good examples of how to "elevate" games so to speak. Much like how plot is just the surface level of any good book or film, gameplay is just the surface level of any good game. Like plot, it has to be engaging and interesting, which Papers Please does very well. It can get very intense. But then there's the deeper aspects of the mechanics, like how if you make mistakes then you're deciding whether you should feed your hungry children or medicate your sick uncle. But it's not even just making mistakes, because it introduces moral elements too, you're working for an authoritarian government who change their policies every day and commit atrocities just the same. So is it really the right thing to obey certain orders? Or maybe you feel that it is a country's moral imperative to protect their borders, which is a fair statement also. So not only do you have to decide which of your family members live and die, but you also have to balance your own personal needs and the needs of your family with greater moral questions of what is the right thing to do? That's how you elevate games. That's the true beauty of gaming as an art form, no other art form allows you to actually put yourself in the headspace of another person or circumstance in the same way. It's actually you making the decisions, you feel the weight of that if the game does this well. There aren't many games that really tap into that, and of those that do, I think they've only scratched the surface of what's possible. This isn't even considering stuff like emergent stories as you can see in games like Dwarf Fortress (or any game really). And then there's also the story of you actually playing the game as a meta-narrative as you can see in games like Celeste, where the struggles you face actually dealing with the challenges of the game could be seen as a metaphorical re-enactment of the narrative themes in the game itself. Hell, the Souls games are good examples of that last one too. All that being said, there's also a time and a place for games that are just fun bing bing wahoo games. Just like there's a time for a pulpy sci-fi novel, or an action packed blockbuster film. Not everything has to try to be deep, there's nothing wrong with pure entertainment. It's just that I personally wish that more people were really attempting to push the medium forward.
@@highestsettings I agree with Papers Please, it's a game that had you invested in the characters and the stakes, they managed to capture everything with crudely drawn pictures and brutal scenarios. It's not that games don't attempt to get you invested in the story. Take Ubisoft as an example. Far Cry 3 had awesome character acting, they salvaged an absolute mess of a story with a few good characters. The last Ass Creed game I tried was the 3rd and 10 minutes into it turned me off from the whole experience. How many times can you take control away from the player? Storytelling is an art form and games in general are on the level of those Geezer Teasers ( coined by RLM ). If the game is fun it doesn't really matter to me. Just Cause is a fun game with a rather generic storyline but I didn't need that. GTA IV was one of my biggest disappointments, I thought the story was the most boring thing ever. Saint's Row came out shortly after that and while the story wasn't as grounded it was a lot more engaging to me. That being said, I still thought GTA IV was more fun to mess around in, outside of the life simulator they tried to force on you with the story, the open world aspect was still solid. It's funny to think about where gaming has come, growing up in the 90s I saw the advent of FMV games when cd-roms made it to the market. I saw VR die only to be resurrected 20 years later when the technology finally made it possible. I don't know where we go from here. It reminds me of heavy music, from fuzz in the 60s to opamps in the 70s to ICs in the 80s, the technology ushered ever tighter and heavier styles of music. I don't know how far technology can push the genre now.
This is the old Jaffe who actually cared because as seen on his RUclips channel he disagrees with most of what he use to say and leans more on corporate now these days then he did back then
We have so much more advanced technology, even FREE TOOLS, infinite tutorials, public assets, easy access to photo references... and these modern AAA developers still complain the current technology isn't there yet
He is so right. Look at the greats! Their games all share one important quality. It's that the game is fun to play. They were designed to be an enjoyable experience. Player first design is what i call it. There are a lot of sorts of entertainment software brands and genres today. They still share this same principle, it is that the product is meant to be enjoyed. I refer you now to Bushnell's Law " All the best games are easy to learn and difficult to master."
We should have rules where actual and ONLY gamers gets to make games, and that any game made should be tested by actual gamers who play for fun to see if it should launch or not like if it's good then launch but if it's dogsh*t then it's going in the trash (e.i beta testers or smth)
A real advice would be: Be ready to have shit conditions, be underpaid, disappointed that your work is not valued and of course work murderous unpaid overtime
I think he's talking about game design, not actual coding. Like you can draw blueprints with a pencil, but yon can't use a pencil to construct a building.
20 years later, the game development industry has become the exact opposite of what Jaffee is explaining here. No wonder he does not want to make games anymore, and who can blame him
Another thing is as you get ideas, Keep writing them for different games. Once you have 10 ideas pick the one which you'd just spend $5000 to play, One one you absolutely love. Pick another one which is smallest (can be done in a month). Now take ideas from both if they are in same genre, Try to make something you love yet you can finish in time. If you set 3 months, It'll take 9. Don't chase perfection, Chase fun factor. Best games have loads of bugs but people do not care. They'll only care if game is not fun then they'll start pointing technical mistakes. Also play a lot of different genres.
Unironically changed my insight. A game that is truly enjoyable, rather than whatever idea you have associated to the word enjoyable, is similar to the vibe you would have when playing table pong with a group of friends around. If you can create the potential of that vibe (not just that one vibe) in single player or multiplayer, it means you have given the player the freedom to be able to also experience a challenge that has an intrinsic value attached to it or even the experience of everyone else’s reactions bouncing off of one another in the context of the shared experience/environment of the game, both are significant memories to be made. Those are two of many examples, but everything is a matter of perspective, and although hopefully I’m sure you are already aware of how perspective influences the sense of presence of the situation, the new and key idea is to submit yourself to the enjoyment of the game’s vision in the same way that you can imagine the way you want the player to enjoy the game as they submit themselves over to it. If all you have is control freak tendencies when in designer mode, then how can you ever enjoy the game of designing, because that too is a significant experience like table pong, if you submit yourself to the moment whether you consider it a challenge (like getting ping pong balls in all cups when playing by yourself without friends around) to take on or not.
probably because you don’t know how complicated this process is? and how little power the computer provides for modern games, that you need to optimize absolutely everything.
@@СерхиоБускетс-ф7я I'm in IT and games half of my life, trust me, I know. The things is devs STOPPED optimizing their games, becuase people let it happen and buy those half-baked products. So stop selling me the bullshit You are buying, cuz I'm not as naive as You are. Little power... we used bypass hardware limitations in creative ways (fog in SH for example). Now devs throw DLSS and FG as "optimization". Those tools can help, but shouldn't be key fillars of optimization. Companies sell lies more and more and people like You are buying this not finished AAAA shit with woke elements, games without a soul. I won't let it be shoved down my throat and You shouldn't too. We went so ahead in technology but we're going backwards in design, I can't believe people don't see it.
@@theashenone9703 Did you create the games yourself? Just a simple question. I made an edge trim shader for a 2D game and it reduced the FPS from 500 to 50. I tried making 3D games for smartphones, you can't use anything there. No power. I see that you have never tried, but you write nonsense. Modern games require enormous power and this is still not enough.
@@СерхиоБускетс-ф7я Let me decide by myself if I created something ;). Now I see who I'm dealing with, mr I-am-always-right. Watch this short vid again. Are You really thinking that the only reason that nowaday games are poor is not enough power? What a stupid reasoning. Lack of creativity, bad mechanics, bad writing, not understanding what games are about(or rather wanting to not understand how good game should be made)... this is what kills games, anything else but not the hardware limitations. Like I said, we're degrading in terms of good game design and good game don't have to be really performance demanding.
"200mhz Pentium" When you realise even most phones these days have 5-10x faster CPUs than PCs back then yet somehow the quality of games over all just keeps getting worse.
@@AliG4life you have a handful of exeptions per year and aside from hes right, most games are shit in the same way. Maybe most games were shit in the past too, but not filled with the same microtransactions/live services etc as it is now.
Beautifully spoken! Hell, I've been making games on my Steam Deck (Windows 11) and transferred from another PC with no issues for over a year now. Start where you can if you're inspired and enjoy it!
You want to get into making games? You can't wait for someone to hire you first. Just make games. Any way you can. Even if they suck. Even if they're not perfect and nobody plays them. Show that you can make a game. That's called "a portfolio" and that's how you get started. One of the first questions you're going to get if you interview for a job is "So how many games have you made and can you show us some?" So just make games and show that you've been doing it for a long time and that you're learning and improving.
As someone who dreamt of making a dream game in their 20s and just hit 30 with no game and no portfolio, I can't agree more. Start small. Whatever you do, doesn't matter if it sucks. Just build something and get it done.
For finding a job, my advice would be team up with others if you are just starting up, it can cut your work in half. Once I'm 20 I told my friends that we can make some small games together, we work together to achieve two games in two months with our spare time, and we share those results in our portfolios to get our first jobs. Are those game bad? Certainly not fun and lack of proper game design. But it helps you to stand out with others that didn't complete a game before.
what most ppl hear: "bla bla bla, don't let anyone discourage you, bla bla bla" and that's how the games industry got to where it is today... full of ppl who plug their ears and go "LALALALA i never failed, it's other ppl who are the problem", and all they care about is making something successful, not something fun
Being good at something means knowing how to work around limitations. You won't be able to make mmorpg with hyperrealistic graphics solo on a piece of potato, but you CAN make a good game that people will like on whatever pc/laptop you own.
It's wild how old the original video probably is but how insanely accurate it is. I sometimes myself get lost in the technical aspects of making games when that is only about 30% if that of what a "game" is. Being a game designer is probably closer to just being a writer.
@@redacted0_5only a handful of games are good, today. You can pick and choose, yes but the selection is becoming limited day by day. Don't be obtuse on purpose. You know what we mean. We expect better from bigger companies, we want better.
Sakurai explains it pretty well in his RUclips channel in knowing well the "push and pull" of your game. Games are basically cycles of stress and relief that trigger "reward/accomplishent" on your brain. If your game has no push and pull, then it's boring. If you know know how to deliver push and pull in your game, then it's going to be fun.
This is why there are so many videogame designers who are also into board games! They tend to be the people who can “make fun” rather than just tinkering in an engine or level editor and hoping it turns out ok
A game gets as great as it's capable to offer many choices, and the obvious ones not having the power to determine the choice. Chess still exists due to this.
The incompetence from game developers have reached new levels to the point where when they finally do the basics correct we consider that as a miracle. It’s easy to just pass the blame than actually be accountable and social media breeds that kind of mentality.
Jesus, this is jaffee!? He looks fkn 20yo here. I watched the whole thing and had no idea it was him till reading the description and i see and hear him on sacred symbols once or twice a month, age is wild
I miss this version of David Jaffe instead of the one we've got now now we have cdpr go on and on about Dei initiatives that are against merit. If you want to put
If you're a game designer or coder, this is great advice. For an artist, musician, or voice actor for games really don't need to know squat about how to make a game from scratch. If they have talent and passion for games and work hard, that's plenty.
You guys know who this is, right? The guy who went on to develop the legendary video game "Drawn to Death". Fun fact: later in life, he would post a series of world renowned video essays to youtube on the issues with the Metroid series. * All joking aside, I like Jaffe, regardless of the dumb stuff he says every now and then. Thank you for giving me the God of War series.
Younger generations don't, and there's no joking either. The David Jaffe in this video is not who he is today. A corporate shill and unhinged activist. He has become wildly out of touch with reality, and hasn't made anything good since the first God of War.
"The excuse is well, I don't have an SGI machine or a 200mhz Pentium."
This is an underrated line. Today's aspiring game developers have tools so performant, accessible and effective, developers like this could only dream of using them. Make your game!
Any office PC can run Blender and Unity/Godot. The access to dev tools is fully unprecedented.
Although that's of course also the reason why the market is super overflooded with reasonably OK games, and it's ridiculously hard to stand out
@@cheydinal5401 So? That was always the case. Look up old shareware compilations - there were dozens of bad tetris clones and crappy platformers with awful controls. But in the end, we only remember the good ones, like Doom or Duke Nukem.
The real question here: Do you have SGI machine or a 200mhz Pentium? xD
What about "I can't write code to save my life" does that work?
Back when the creative decisions were made by nerds who love video games, rather than CEOs and shareholders.
They were still made by those businesspeople there was just a greater willingness to try new things. Any burgeoning industry will have that spirit of entrepreneurship but video game revenue now triples cinema revenue year on year. I get where you’re coming from, however.
@@ChronoMune and concord!
@@ChronoMune This isn't the PS2 era anymore
The creative nerds became share holders
@@ChronoMuneThey literally closed Japan studio, Liverpool, etc and fund concord
This ancient person is 100% right
Jeffy ?
David Jaffe, you plebian. He's the reason God of War even exists. Now bend the knee 😑
How are people calling David Jaffe ancient?
@@hemangchauhan2864it’s 2024. This was already true years ago, but a generation ago is almost always considered ancient in internet years XD
wild comment
"If it's not fun, why bother?"
Reggie :)
the definition of fun
Because monies
political propaganda
666th like....brrrrr!!!!
So what I'm hearing is
1. Chase trends that will be out of fashion by the time your game is complete
2. Implement loot boxes, battlepasses, microtransactions and five different currencies
3. Lay off staff in order to make it look like we made more money in quarterly reports
I'm an executive at EA if you couldn't already tell
What a depressing comment… shame it’s all true
4. If possible also create and sell cheats for the game you developed in order to attract the lowest type of players. Do this low-key.
Or call yourself "Rockstar Games" and get fawning North Korean praise for finally implementing something obvious other that games had 15-20 years ago.
There was also a corporate scandal in Europe where a company took out big loans, booked it as "revenue" and thus pumped the share price. Very naughty.
mr. Ea-Nasir, you forgor about sjw
Thank you young Rich Evans
Jeffy ?
@@mannduro No no, that's definitely Dick, the birthday boy.
@@mannduro AIDS ?
Oh my god, he totally is! LOL
Ok wasnt just me that saw it.
0:15 200MHz is what they had back then, we have 6GHz CPUs now, yet he still has more motivation than me
because you are spoiled
@@liskeke basically. it's the most common issue people experience when they get a raise/start making more money. they end up not really making more money because they start buying more things, and it's the same issue with technology as a programmer. even a cheap laptop has a lot of power in it, but we don't see that because developers think it's fine for an operating system to take a whole minute to load 30 years worth of drivers instead of pulling from a repo as needed. webdevs using JS frameworks because that's "standard" when they could gain +95% load times by actually doing their job and writing some code, but the problem is programmers don't exist outside of hobbyists that actually keep the internet running as companies steal their code on a daily basis. professionals don't know how to code, only how to steal code, and nobody even knows how to optimize, they just use "AI" and rely on shitty languages with garbage collection to do their job for them (Rust).
@@dordly You are right. Nobody knows or cares to code anymore, and ridiculously powerful hardware is wasted on using convoluted, overdesigned software upon software. But this not the thing that spoils people. It's the wealth of possibilities. Back in the day, you had limits, and you tried to overcome limits, and that's how interesting stuff happened. Now anything is possible in game development, so there is no direction in where you should be going(which limits dictated), so there is no motivation.
@@damazywlodarczyk people definitely still know how to code and the limitless possibility of games given our current technology has given amazing games that would not be possible prior to this. You sound like some out of touch depressed old man that knows little about either subject (coding and game design) thus you have a warped out of touch perspective based on assumptions you have about industry's you are not involved with and have little knowledge about. Maybe in your country (by your name I'm guessing Poland) this is true but do not speak for the world and industry as a whole. Go rant about how modern music, movies, cars etc are also bad old man and take your meds lol.
@@damazywlodarczyk - You are correct sir (or madam). You had to become smart and more creative just to get it to do something simple. This is kind of like how I feel about the Star Wars Prequels, George Lucas had tremendous pressure with the original Star Wars (aka A New Hope aka Episode IV), with a limited budget, problems on set, practical considerations, etc. By the time the prequels rolled around some 25+ years later, Lucas had everything he wanted, and nobody to tell him no. Which produced, what I feel is an inferior set of movies in the "prequels".
For anyone interested, the game playing in the background is: Twisted Metal 2 (1996 - PS1) (1997 - Windows PC)
Thanks, I didn't recognise it as such.
Thanks
One of my first PlayStation games. So much fun.
@@B24Fox PC port for Sony Games in PS1 kind of surprised me as always
Link to the full interview, talking about his work on the game: ruclips.net/video/QS6HG_ZxwcI/видео.html
Modest guys scare me because they're often the most talented ones. Shakespeare wrote in one poem that he's just an unlucky man who writes plays because nobody else wants to.
*THERE IS HOPE*
He was right though, it's wild how mid he was yet how big he is perceived, people back then were starving of poetry and he provided.
@@gaarakabuto1Respectfully, hard disagree. Claudius’ prayer in Hamlet, “My words fly up, my thoughts remain below; words without thought never to heaven go,” still makes my heart twist, and that’s just one great moment among many.
shakespeare was a drunk and a loser don't compare
@@gaarakabuto1you write like an imbecile whilst talking down about Shakespeare?! 😂
"You cannot convince someone who is not having fun, that he is"
Gambling mechanics: "Allow me to introduce myself"
It's Twisted Metal 2 in the background, in case anyone wondered. And it's a DAMN fun game.
Best one imo
@tayfuntuna and they're playing as the hidden character, Minion.
Best game I ever had on ps1 👌
Growing up with gaming culture in the 90s was one of the most enjoyable things i ever experienced. The sky really did seem limitless. Everyone was excited for new games and where they would take us. The possibilities, the creativity and total lack of rules. Gameplay. Something to pick up and play and get involved. Thats gone now.
YT recommends this and i did not regret my 51 secs of my life
I've been saying this for years but you people never listen. Gaming should be fun and engaging with longevity but instead all we get are boring repetitive one and done walking simulators with graphics and you people eat it all up
You’ve only been alive for 51 seconds yet you already learned how to type? Wow, you’re going to be the next albert einstein
@@Quisshydang, how’d you fit all that intelligence in a single comment?
@@Quisshy albert einstein wasn't anything special.
@@ScienceDiscoverer the absolute aura from this dude 🐺🐺🥶🥶🥶🔥🔥🔥
"Make sure you wanna make games" - Rich Evans
Basically the furthest diametrical opposite of the current day game developing
when you speak fancy i get excited
Basically, understand what fun is. A lot of studios make games for the money, not for the fun or artform of it. This is what happens when you let the wrong people fund and make your games.
Edit: If you're chasing profit, then chase the fun factor. It's not rocket science. Money will come in naturally and in abundance. Following trends lead to the stagnation of games. It kills innovation. Nobody wants clones of other games. People want variety and unique differences, games that want to be their own thing unlike any other. It really sucks when a new game tries to be like some other game you played. They always tend to use the "This inspired my game" excuse. It's just not impressive.
Idk I've worked at big studios and there are a lot of talented people there who are burning with passion. Money was always hard and is harder still today, no sane programmer goes into gamedev for money or stability. If you're for example a graphics programmer like I am, your skillset can be utilized somewhere else for a lot more money and a lot less stress.
The budgets and team sizes have inflated to hollywood levels while game prices have not compensated for that. That is why studios always try to find investors and constantly have to be churning out games, otherwise they're just DONE. People at the top (like studio directors) ask themselves, is it better to bend the knee to a corporate sugar daddy or stop making games altogether? And the first option seems more appealing.
At least in the last decade. Now there are a lot of free to use accessible tools - anyone can make a game and people from big studios are leaving to make their own way, like Nate Purkeypile from BGS or Raph Colantonio from Arkane. Because working in big studios is insanely toxic. You crunch your soul out and then get shit slinged at you by the entire internet or get circlejerked to crazy stupid levels for like a year. This is not a gamble a passionate artist wishes to take.
You cant make a living just making games for fun. You have to make what sells. Surely you can last for a while on your own, but at the end of the day it always comes down to not only skills and motivation, but also politics, country of origin, stupid CEOs, boomers and current industry situation.
Some people are even asking you to ship AAA titles before getting paid, yet they have no problem with you working for them making presentations to potential investors.
And there is even more with people just doing mods, but why do they get hired? Oh its because friends who had success are from countries ruled by US hegemony.
Tell you what, its not always coming down to yourself being lazy or coming up with silly excuses. Do what I do for 8 years and lets see how you feel after that.
Studios understand that a game has to be fun to make money lol
@@jainee4507 they confuse addiction with fun
I wouldn’t hire a dev who actually liked playing games, I’m gay btw
knowledge from our ancestors. amen.
Ironic that your avatar is Kojimia
Said the baby kid with an avatar of Hideo Kojima
David Jaffe age today 53
Hideo kojima age today 61
ironic that your pfp is kojima.
It is ironic that... uuugh forget it...
@@marcosolano6612 Lmao let them
"SGI machine" and "200mhz Pentium" don't quite share the same impact like they used to.
I am still sad I gave my SGI Indigo² away 20 years ago :( But I was moving and the 20" Sony Trinitron monitor that came with it (and you needed because of proprietary video connector) weighted about 40 kg.
@@meltdown6165 you gave away or you sold it? I believe something like that was crazy expensive those days, heard it was used in VFX and graphics production for movies too
i dont have a 200mhz pentium 0:41 😭
@@jishan6992 I gave it away. Bought it used for 1000 SFr in the year 2000. The problem was that I did not have any Irix software for it, I could just run some demos. 3D software for it was very expensive.
Yeah, time passes. How about that.
some big studios doesn't know this advice
which is true, not a single big game developer i read about hadn't lost a chess tournament in their highschool
Young David Jaffe, creator of Twisted Metal (in the background) and God of War
For anyone wondering, that's Twisted Metal for the PS1 being played. Love that game.
Twisted Metal is awesome and has some very of the Best AI which makes the game awesome
The last thing game developers focus on today is the gameplay.
First thing is women rights 🤦🏾♂️
@@z.albashalike ea fc
@@Leo227 you mean Fifa right?
@@z.albasha
😂😂😂
@@maalikserebryakov 😅😅
It's a little sad that big game companies in 2024 even have to be reminded to make GAMES. Budgets going so far into making games more into interactive films that they forget that spending several years and millions of dollars isn't always necessary to make a fun, engaging game that will still make money.
Corporate "game makers" aren't in the business of making games these days. It's thinly veiled propaganda.
at that point, they may as well be making fmv games, then again fmv has a huge stigma towards it, so who knows.
Problem is; people keep buying these interactive films with elementary level gameplay. Market decides.
@@VGF80 Yeah but rushed, poorly optimized FMV doesn't push you to get a new overpriced graphics card every 2 years like rushed poorly-optimized realism-chasing-polygons and 16k texture maps do! (this comment sponsored by NVIDIA)
@@TravisHi_YT Comments like this are hilarious because 'corporate' games always try to avoid politics, whereas indie titles are usually ultra-political and unashamed. But you weirdos think a video game having black people is 'propaganda' lmao.
You guys legitimately think Ubisoft - a famously conservative company that has had multiple abuse scandals and whose leaders donate to conservative politicians - is somehow woke because they made a game with a brown chick in it.
"But I wanna make my game a cinematic experience first, and a game second." - Failed Aspiring Filmmaker
Hideo Kojima
@@LazyBoi357
Don't you EVER associate such a damning statement like that with the likes of the games that Kojima worked on.
@@Westile He did consider being a film director once, didn't he?
That guy who made Detroit: Become Human. As well as Heavy Rain and many other games that looked cool and had an interesting premise, but were ruined by bad writing and poor choices. Off-topic, I've heard D: BH would be better if it was just Connor and Hank. I don't know if this is true, but since they had the most memes made out of them, I'm going to assume so.
@@ieuansmith518 Of course he wants to be a huge film director, he would instantly ditch the game industry if Hollywood called him up.
That doesn't mean that you lump his games n together with the actual "Cinematic Games" like QTE games or Walking Simulators; MGS games don't sacrifice gameplay for cinematics at all.
Love this! I downloaded Unity one day, started getting a sense of the toolset, and then suddenly realized I had no interest in actually designing games. I was interested in making assets, tooling, and game systems, but I had no story or passion. I would love to work with someone who had a great idea make a fun game. But I don’t think I would do it by myself.
Huh I am sort of the opposite. I have always enjoyed making games stories, I kinda always assumed that was the easy part because everyone likes to be the center of their own story. But I have really struggled with the assets and things like that. Map making, modeling, UV maping, programming, and UX design are all brutal for me. So because of that I usually stick with TTRPGs (Borrowing maps from other creators) and games I can make using imagination, story, or Spreadsheets/mechanics (cause I am also good at maths) to make for really satisfying Ludonarrative Harmony.
I personally enjoy the game design part a lot, I have so many ideas I want to make real but I admit I'm not that good at it, actually I'm still learning. I'm very good at the programming part tho but that's about it, I have to look for assets to use and sometimes it's a shore and I can't replicate what I have in my head. I did try modeling, making particles, animation etc but that was clearly not for me lmao
It’s gonna sound weird then for me to say but, that’s super cool to hear there are people like you out there who have a story to tell and are full of brilliant ideas and ways to get there that give us creatives who just love the process of solving problems and making the final product be top notch something worth while to do! We need each other. This will also sound weird, but I think the greatest creator (God) had this in mind when he made us, so that we would have to rely on each other. I think video games are a gift from him in many ways!
It sounds like some people who discover they want to be a game creator often dabble into the technical aspects because that’s sometimes what makes the game fun and differentiated from others. But making something visually appealing is a high barrier to cross that’s not worth the fight and so maybe they can partner with artists and designers to turn their vision into reality. I guess I thought people who made indy games were just good at it all for some reason! I could draw or paint all day, or write music, and never run out of ideas. But I found I would never have an interest to turn that art into a video game - probably an asset for a game, sure, and I’d love to do music for a video game some day! That would be a blast.
I love programming games and designing the gameplay mechanics but I'm slow to actually create the assets for ingame content so they always get overly simplified to reduce work load and scope.
My games be looking like ROBLOX characters doing Resident Evil kicks for this reason. I also have absolutely zero focus on story or dialog elements.
I looked at the thumbnail and couldn't tell if this was Rich Evans or Patton Oswald, I still don't know.
David Jaffe, designer/creator of Twisted Metal & God of War franchises.
3 seconds in you can see hands are too big to be Patton
@@swapfiregameTHAT'S DAVID JAFFE!?
@@SavagePatch115hahah yep, looks a lot different without his beard
@@swapfiregameaaaaand Ive now lost interest in this video. This is the guy who gave Dean Takahashi a run for his money in Metroid Dread.
"Understand that there is as much technology in Street Fighter 2 as there is chess in Street Fighter 2". I really picked that up, that all sorts of thing in life is a combination of stuff you might not even think about.
Used to make a turn-base tactics game out of chess pieces and a pool table. That was a fun time.
You can't just say that! Tell us more, please. How does a chess + pool tactical game work?
@@meliodas8409 a board, pieces + rules = game
@@sinbysin666you suck for that
@@meliodas8409A custom home made wargame
Tell us more pls
Reminds me of how Lethal Company outsold the recent cod.
David Jaffe was so young damn.
These words ring true today as much as they did 20+ years ago.
Twisted Metal 2 was the fucking best
Gameplay is steadily overtaking graphics as the winning factor in the industry.
This guy is 100% correct and even ahead of his time.
There's way too many people in the games industry that wish they were in the film industry. There's serious envy from a lot of games producers. There's so much talk about elevating games from those types and it always turns games into "interactive" movies. I'm all for a narrative experience when it leverages the strengths of the medium but so few games actually treat the story like it's part of the game and not tacked on in cutscenes.
Jaffe cites the development of God of War as proof, at least to him, that cinema-envy is not the way. He typically cites Nintendo's methodology of a gameplay core with a story wrapped around it as the right way to do games.
@@swapfiregame Remedy does a good job of putting the narrative within the game and peppering the game with world building elements.
I'm not so sure that it is film envy, more just a limited mindset. I'm sure some people wish they were making films instead of games, but I don't think it's fair to characterise all of it as just being that. You're right, the way to elevate games as an artistic medium is not to just put cutscenes into the game, if anything that removes the aspects of gaming that make it such a potentially interesting art form. But the thing is, gaming is such a unique art form that it's really difficult to even conceptualise how to take it to the next level. There are so few examples of games that do it right, and even from those examples people often learn the wrong lessons from it.
I think of games like Papers Please as good examples of how to "elevate" games so to speak. Much like how plot is just the surface level of any good book or film, gameplay is just the surface level of any good game. Like plot, it has to be engaging and interesting, which Papers Please does very well. It can get very intense. But then there's the deeper aspects of the mechanics, like how if you make mistakes then you're deciding whether you should feed your hungry children or medicate your sick uncle. But it's not even just making mistakes, because it introduces moral elements too, you're working for an authoritarian government who change their policies every day and commit atrocities just the same. So is it really the right thing to obey certain orders? Or maybe you feel that it is a country's moral imperative to protect their borders, which is a fair statement also. So not only do you have to decide which of your family members live and die, but you also have to balance your own personal needs and the needs of your family with greater moral questions of what is the right thing to do? That's how you elevate games.
That's the true beauty of gaming as an art form, no other art form allows you to actually put yourself in the headspace of another person or circumstance in the same way. It's actually you making the decisions, you feel the weight of that if the game does this well. There aren't many games that really tap into that, and of those that do, I think they've only scratched the surface of what's possible. This isn't even considering stuff like emergent stories as you can see in games like Dwarf Fortress (or any game really). And then there's also the story of you actually playing the game as a meta-narrative as you can see in games like Celeste, where the struggles you face actually dealing with the challenges of the game could be seen as a metaphorical re-enactment of the narrative themes in the game itself. Hell, the Souls games are good examples of that last one too.
All that being said, there's also a time and a place for games that are just fun bing bing wahoo games. Just like there's a time for a pulpy sci-fi novel, or an action packed blockbuster film. Not everything has to try to be deep, there's nothing wrong with pure entertainment. It's just that I personally wish that more people were really attempting to push the medium forward.
Exactly. My point
@@highestsettings I agree with Papers Please, it's a game that had you invested in the characters and the stakes, they managed to capture everything with crudely drawn pictures and brutal scenarios.
It's not that games don't attempt to get you invested in the story. Take Ubisoft as an example. Far Cry 3 had awesome character acting, they salvaged an absolute mess of a story with a few good characters. The last Ass Creed game I tried was the 3rd and 10 minutes into it turned me off from the whole experience. How many times can you take control away from the player? Storytelling is an art form and games in general are on the level of those Geezer Teasers ( coined by RLM ). If the game is fun it doesn't really matter to me. Just Cause is a fun game with a rather generic storyline but I didn't need that. GTA IV was one of my biggest disappointments, I thought the story was the most boring thing ever. Saint's Row came out shortly after that and while the story wasn't as grounded it was a lot more engaging to me. That being said, I still thought GTA IV was more fun to mess around in, outside of the life simulator they tried to force on you with the story, the open world aspect was still solid.
It's funny to think about where gaming has come, growing up in the 90s I saw the advent of FMV games when cd-roms made it to the market. I saw VR die only to be resurrected 20 years later when the technology finally made it possible. I don't know where we go from here. It reminds me of heavy music, from fuzz in the 60s to opamps in the 70s to ICs in the 80s, the technology ushered ever tighter and heavier styles of music. I don't know how far technology can push the genre now.
This is the old Jaffe who actually cared because as seen on his RUclips channel he disagrees with most of what he use to say and leans more on corporate now these days then he did back then
Yup. Jaffe is unhinged now
@@Hand-Doe he has some strong case of TDS
We have so much more advanced technology, even FREE TOOLS, infinite tutorials, public assets, easy access to photo references... and these modern AAA developers still complain the current technology isn't there yet
He is so right. Look at the greats! Their games all share one important quality. It's that the game is fun to play. They were designed to be an enjoyable experience. Player first design is what i call it. There are a lot of sorts of entertainment software brands and genres today. They still share this same principle, it is that the product is meant to be enjoyed. I refer you now to Bushnell's Law " All the best games are easy to learn and difficult to master."
The fact that Twisted Metal II was playing in the background made this so much better. What a Legendary Game. II was the best in the series.
Ancient knowledge...this is how they build the pyramids and stuff...
He's totally right that game dev biz needs people who understand gameplay
you can understand something and not care for it
what we lack is ppl who care
they all claim to have passion for it
but you rarely see it in practice
@@NotSuperSeriousThat's because today's developers and creatives are aging millennials and political activists with infantile thinking patterns.
We should have rules where actual and ONLY gamers gets to make games, and that any game made should be tested by actual gamers who play for fun to see if it should launch or not like if it's good then launch but if it's dogsh*t then it's going in the trash (e.i beta testers or smth)
@@OilFreeFeathers You should probably find different games to play if you think this is actually a problem.
@@modonohue9980 It's not a problem when you fully support it and get mad at people who don't because we're "supposed" to support it to.
That coconut and crayon analogy is really good.
"Back in my day we just had a coconut! A coconut and two crayons! And we had to share the coconut!" --SgtMaj. Avery Johnson, probably
Gameplay is king
A real advice would be:
Be ready to have shit conditions, be underpaid, disappointed that your work is not valued and of course work murderous unpaid overtime
I got tears in my eyes from this.
shaders? compilers? memory allocation? ... pft, here's a coconut 🥥, i believe in you 😎👍
YOU PUT THE LIME IN THE COCONUT-
@@Nugget111uh1failed to compile
don't forget the crayon, key dev tool.
I think he's talking about game design, not actual coding. Like you can draw blueprints with a pencil, but yon can't use a pencil to construct a building.
Gameplay is the most important thing in a game, just as narrative is the most important thing in a movie/book.
Brilliant advice, and something that is definitely lost on most game developers
I have thought about re creating that game, but time is money is always the issue and other un finished projects
VAMPIRE SURVIVORS. How simple a game, yet it is truly FUN.
For anyone wondering, the game in the background is Twisted Metal 2.
I know
The "you don't need a 200MHz Pentium" line aged so well. In an oh shit that's deep kind of way.
20 years later, the game development industry has become the exact opposite of what Jaffee is explaining here. No wonder he does not want to make games anymore, and who can blame him
The important one, is don't let anyone disencourage you, don't listen to anyone in comments, or on reddit. Just make your game
Especially Reddit.
fomments are the worst!
Another thing is as you get ideas, Keep writing them for different games.
Once you have 10 ideas pick the one which you'd just spend $5000 to play, One one you absolutely love.
Pick another one which is smallest (can be done in a month).
Now take ideas from both if they are in same genre, Try to make something you love yet you can finish in time.
If you set 3 months, It'll take 9. Don't chase perfection, Chase fun factor. Best games have loads of bugs but people do not care. They'll only care if game is not fun then they'll start pointing technical mistakes.
Also play a lot of different genres.
But chess doesn’t have any micro transactions at all!
neither had Streetfighter 2 :P
Happy pashinko noises
He cooked. Talk about a quote that aged like fine wine.
Years ago - masterpieces
Now - moneymaking shit
Unironically changed my insight.
A game that is truly enjoyable, rather than whatever idea you have associated to the word enjoyable, is similar to the vibe you would have when playing table pong with a group of friends around.
If you can create the potential of that vibe (not just that one vibe) in single player or multiplayer, it means you have given the player the freedom to be able to also experience a challenge that has an intrinsic value attached to it or even the experience of everyone else’s reactions bouncing off of one another in the context of the shared experience/environment of the game, both are significant memories to be made.
Those are two of many examples, but everything is a matter of perspective, and although hopefully I’m sure you are already aware of how perspective influences the sense of presence of the situation, the new and key idea is to submit yourself to the enjoyment of the game’s vision in the same way that you can imagine the way you want the player to enjoy the game as they submit themselves over to it.
If all you have is control freak tendencies when in designer mode, then how can you ever enjoy the game of designing, because that too is a significant experience like table pong, if you submit yourself to the moment whether you consider it a challenge (like getting ping pong balls in all cups when playing by yourself without friends around) to take on or not.
To him and all the old and gold great games that I grew up having fun with - Salute and Respect.
It's interesting how people used to know it but nowadays developers don't know
probably because you don’t know how complicated this process is? and how little power the computer provides for modern games, that you need to optimize absolutely everything.
@@СерхиоБускетс-ф7я I'm in IT and games half of my life, trust me, I know. The things is devs STOPPED optimizing their games, becuase people let it happen and buy those half-baked products. So stop selling me the bullshit You are buying, cuz I'm not as naive as You are. Little power... we used bypass hardware limitations in creative ways (fog in SH for example). Now devs throw DLSS and FG as "optimization". Those tools can help, but shouldn't be key fillars of optimization. Companies sell lies more and more and people like You are buying this not finished AAAA shit with woke elements, games without a soul. I won't let it be shoved down my throat and You shouldn't too. We went so ahead in technology but we're going backwards in design, I can't believe people don't see it.
@@theashenone9703 Did you create the games yourself? Just a simple question. I made an edge trim shader for a 2D game and it reduced the FPS from 500 to 50. I tried making 3D games for smartphones, you can't use anything there. No power. I see that you have never tried, but you write nonsense. Modern games require enormous power and this is still not enough.
@@СерхиоБускетс-ф7я Let me decide by myself if I created something ;). Now I see who I'm dealing with, mr I-am-always-right. Watch this short vid again. Are You really thinking that the only reason that nowaday games are poor is not enough power? What a stupid reasoning. Lack of creativity, bad mechanics, bad writing, not understanding what games are about(or rather wanting to not understand how good game should be made)... this is what kills games, anything else but not the hardware limitations. Like I said, we're degrading in terms of good game design and good game don't have to be really performance demanding.
Everybody in the early 2000s: G4 was the best channel ever!
G4TV:
Beautiful and so good Twisted Metal in the back. One of the best games ever.
The game in the background is called , "Twisted Metal 2"
This message is so relevant and needed in todays industry
Fire Swap looks like crazy fun, congrats and good luck, Jeremy.
FYI everyone, the gentleman in the video posted this video. Check out his game!
Thank you so much 🙏
"200mhz Pentium"
When you realise even most phones these days have 5-10x faster CPUs than PCs back then yet somehow the quality of games over all just keeps getting worse.
Bullshit, maybe try playing something not made by Ubisoft or EA
In 2070 the graphics will be mind blowing but every character will be gay black and trans.
@@AliG4life Those 6 hour long games are really good eh?
@@tdestroyer4780 Wow you beat Elden Ring in 6 hours? And Baldur's Gate 3, 6 hours as well? He was talking about quality anyway, not length...
@@AliG4life you have a handful of exeptions per year and aside from hes right, most games are shit in the same way. Maybe most games were shit in the past too, but not filled with the same microtransactions/live services etc as it is now.
If he could do it, so can you.
Nope
Beautifully spoken! Hell, I've been making games on my Steam Deck (Windows 11) and transferred from another PC with no issues for over a year now. Start where you can if you're inspired and enjoy it!
You want to get into making games? You can't wait for someone to hire you first. Just make games. Any way you can. Even if they suck. Even if they're not perfect and nobody plays them. Show that you can make a game. That's called "a portfolio" and that's how you get started. One of the first questions you're going to get if you interview for a job is "So how many games have you made and can you show us some?" So just make games and show that you've been doing it for a long time and that you're learning and improving.
As someone who dreamt of making a dream game in their 20s and just hit 30 with no game and no portfolio, I can't agree more.
Start small. Whatever you do, doesn't matter if it sucks. Just build something and get it done.
If you want to live like a monk maybe..
For finding a job, my advice would be team up with others if you are just starting up, it can cut your work in half. Once I'm 20 I told my friends that we can make some small games together, we work together to achieve two games in two months with our spare time, and we share those results in our portfolios to get our first jobs. Are those game bad? Certainly not fun and lack of proper game design. But it helps you to stand out with others that didn't complete a game before.
This man’s name? John Concord
*EA, Activision, and other publishers* : "I'm going to pretend not to hear that."
But sadly now it's about spearfishing whales in appstores
Great advice! As the Indie game devs demonstrate, you don't need cutting edge tech to make something fun and engaging.
Cannot be real, it's AI or a deep fake.
No one in the industry loves it THIS much, anymore
what most ppl hear: "bla bla bla, don't let anyone discourage you, bla bla bla"
and that's how the games industry got to where it is today...
full of ppl who plug their ears and go "LALALALA i never failed, it's other ppl who are the problem", and all they care about is making something successful, not something fun
He did say to study games and what makes them fun.
Being good at something means knowing how to work around limitations. You won't be able to make mmorpg with hyperrealistic graphics solo on a piece of potato, but you CAN make a good game that people will like on whatever pc/laptop you own.
It's wild how old the original video probably is but how insanely accurate it is. I sometimes myself get lost in the technical aspects of making games when that is only about 30% if that of what a "game" is. Being a game designer is probably closer to just being a writer.
I miss when it wasn't illegal to have fun.
Yeah, now everything is “exploration of grief and trauma”.
@@fantasticnisoptabro you can choose what games you play you know that right.
@@redacted0_5only a handful of games are good, today. You can pick and choose, yes but the selection is becoming limited day by day.
Don't be obtuse on purpose. You know what we mean. We expect better from bigger companies, we want better.
@@redacted0_5cope all games are boring now
@@maalikserebryakov I miss when trolling wasn't obvious
I was not expecting Hal Esposito to be so wise on game design.
Sakurai explains it pretty well in his RUclips channel in knowing well the "push and pull" of your game. Games are basically cycles of stress and relief that trigger "reward/accomplishent" on your brain. If your game has no push and pull, then it's boring.
If you know know how to deliver push and pull in your game, then it's going to be fun.
Gameplay is the core of the interactive form of art known as videogames.
back then games were art, now theyre business
This is why there are so many videogame designers who are also into board games! They tend to be the people who can “make fun” rather than just tinkering in an engine or level editor and hoping it turns out ok
A game gets as great as it's capable to offer many choices, and the obvious ones not having the power to determine the choice. Chess still exists due to this.
The incompetence from game developers have reached new levels to the point where when they finally do the basics correct we consider that as a miracle.
It’s easy to just pass the blame than actually be accountable and social media breeds that kind of mentality.
David Jaffe has also argued that loot box regulations are censorship of art.
Remember at this era women shame nerd like this and no men complain about it.
Rare sighting of a tame Jaffe
A video that will remain for eternity as friendly reminder on how to make games
Instructions unclear I just put top surgery scars on Dragon Age characters with massive heads
Your probably an anti vaxxer
The person in the video is David Jaffe, the creator of God of War and Twisted Metal.
Those were the days.
Gotta love David Jaffe
people in the 90s 00s, they had correct thoughs unlike today
lol no we were idiots too
@@nw42 like today? no, today is the peak
a flood of 'bad' (read: not to your taste) ideas doesnt mean the good ones are gone
dont be lazy about your selection
@@Kowzorz the worst ideas are in internet, but yes, internet is only a fraction of total reality. I agree
As a game developer, I appreciate this advice!
This is now one of my favourite videos on youtube. Also, check out the description, people. It's as good as the video
It really was interesting to know the story behind the person who uploaded the vidoe. Thanks!
Thank you all!
Jesus, this is jaffee!? He looks fkn 20yo here. I watched the whole thing and had no idea it was him till reading the description and i see and hear him on sacred symbols once or twice a month, age is wild
90s priority: make it good
2024 priority: make it gay
Trump lost
So you're saying that nothing has changed.
96 to 98 really was a golden era of gaming!
I miss this version of David Jaffe instead of the one we've got now now we have cdpr go on and on about Dei initiatives that are against merit. If you want to put
If you're a game designer or coder, this is great advice. For an artist, musician, or voice actor for games really don't need to know squat about how to make a game from scratch. If they have talent and passion for games and work hard, that's plenty.
You guys know who this is, right? The guy who went on to develop the legendary video game "Drawn to Death".
Fun fact: later in life, he would post a series of world renowned video essays to youtube on the issues with the Metroid series.
* All joking aside, I like Jaffe, regardless of the dumb stuff he says every now and then. Thank you for giving me the God of War series.
Younger generations don't, and there's no joking either. The David Jaffe in this video is not who he is today. A corporate shill and unhinged activist.
He has become wildly out of touch with reality, and hasn't made anything good since the first God of War.