this "podcast" piss me so much
https://youtu.be/9jPzstz1DMM?si=3w5uLrgck0cSZ039
tl;dr
they talk about how unskippable cutscenes stem from certain design choices made during development, and that fixing or implementing a skip option isn't just 'a few clicks' like some people think. But they completely miss the point. They ignore the fact that players can be fully aware of those technical constraints and still consider it a major oversight. Explaining why it happened isn't a valid defense. It’s like buying a brand-new car, having the wheels fall off after 50 km, and AUDI just telling you: 'Well, that's how our engineers designed it, deal with it." Also, one of the guys talking here was responsible for the production of Ratchet & Clank. So we’re not talking about some random internet nobody. I wouldn't even bring this up if it were coming from someone completely detached from the industry.
I haven’t been this pissed off by a discussion in a long time. The one I linked above is a perfect example of how developers can, in exactly the same way as their management, just keep sniffing their own farts.
Can they even entertain the idea that the audience might be aware too? I perfectly understand what game development looks like from the inside, that one comma in the code can cause the entire logic of a game to collapse and fixing it can take months. But why should I, as a consumer, care about that? I judge the final product. The fact that their 3D artist prepared five assets for the entire game because someone higher up decided they would hire only one person for that position instead of two absolutely does not justify the fact that every dead end on the map is blocked off by a fucking dumpster that our protagonist could easily step over.
And generally, I have no problem with these kinds of tricks. I have no problem suspending my disbelief in situations like that because I understand that certain limitations have to be enforced, otherwise you simply won't ship a product that has to make money within a predetermined release window, and the budget isn't infinite.
For me, certain solutions in games that I would describe as cutting corners are the result of incompetence. NO, NOT YOU, you poor little snowflake of an individual developer who didn't have enough time to polish that system, but the production as a whole. I don't take that into account AT ALL when making the final judgment of whether a game meets my expectations.
At the same time, though, I absolutely love digging into WHY something ended up the way it did. Game development itself fascinates the shit out of me.
And this ties into GTA 6 incredibly well. That game has a level of production value that basically no other game on the market can match, and that's one of the reasons I'm so excited about it. It's going to be a unique experience. Your indie game that you play with your girlfriend, even if you pour 99% of yourself into making it, simply cannot give me that. You know what I mean?