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Let's be more honest - their success was largely due to the PUBG developers refusing to fix a broken game and tackle cheating.
by iamtheworstdev 7y ago
Let's be more honest - their success was largely due to the PUBG developers refusing to fix a broken game and tackle cheating.
- Jare 7y agoI'm going to bet on technical debt and raw lack of experience rather than "refusal."
- skellera 7y agoA true difference in knowing how to use the tool. Obviously, the creators of the engine are going to put out a more optimized game than pretty much anyone else using it.
- grogenaut 7y agoDon't forget having the team work 90 hour weeks for multiple years to power the success. Edit: I like that I'm getting downvoted by fanboys of epic for pointing out the large human cost to games being "updated as fast as gamers want it". https://www.polygon.com/2019/4/23/18507750/fortnite-work-crunch-epic-games https://www.polygon.com/2019/4/23/18507750/fortnite-work-cru... if you don't know but games are very complex simulations and very hard to work on. Keeping fortnite up to date took a ton of effort by a ton of people in a not really sustainable way for peoples lives or careers to make it a success. Also can take irreversible impacts on help and psyche. And really every time I played that game it was still massively buggy. For instance build to weapon switch issue that locked me out of controls for 1-3 seconds on a regular basis. And epic got very good at the cheating stuff because they were helping blue hole solve the same issues and got to prototype it out on pubg and got a headstart there. Yeah that's a risk of using a team's engine but...
- MegaButts 7y ago> I like that I'm getting downvoted by fanboys of epic My suspicion is you're being downvoted because your comment comes across as bitter and irrelevant.
- archy_ 7y agoThey could've hired more people and got the same work cranked out in similar time, long hours != popular. Plenty of companies have cracked the whip, but it doesn't always lead to success.
- southerndrift 7y agohttps://en.wikipedia.org/wiki/The_Mythical_Man-Month https://en.wikipedia.org/wiki/The_Mythical_Man-Month
- skellera 7y agoHiring more people increases costs if everyone is on salary. Making people work longer hours does not.
- megaremote 7y agoSure, this is true. If it is one person. These games are huge, with multiple teams. So this is clearly not true. No one person knows one part of the game. You easily get the situation where creators know better than the makers.
- futureastronaut 7y agoHow is raw lack of experience different from lack of experience? Greater risk of food poisoning?
- Jare 7y ago"Greater risk of codebase poisoning" is actually an interesting way to put it.
- soup10 7y agoIt helps that epic had 800 employees to start churning out updates after it got traction. None of the previous BR games had studios working at that scale.
- soulofmischief 7y agoYeah, but after making millions, instead of investing heavily in a crack team to shape things up, they just tackled mobile instead, completely rebuilding the game in another engine, and adding lootboxes, etc. all while slowly driving away their core fanbase.
- deleted 7y ago[deleted]
- echelon 7y agoWhy did PUBG drop the ball? Do they regret that decision?
- endorphone 7y agoThey got it to the market quickly and made a couple of billion. While we can hindsight now about some very poor choices they made -- choices that opened them up to rampant cheating with little ability to block it -- they made bank and have already had a success curve that has gone far longer than most games do, regardless of how perfectly they were executed.
- ufo 7y agoWhat kind of bad choices are you talking about here? Was it things such as the engine giving too much information to the clients?
- endorphone 7y agoThat and trusting client information with extraordinarily few server-side validation such as, for instance, impossible shots, impossible movements, impossible speed, etc. It does no client information culling (beyond a large circle of information around the player's position) enabling wallhacks, aimhacks, etc. These are hard problems to solve on the server side, and require resources, so it was easier not to worry about it at all, and at most do post-game analysis occasionally to try to retroactively detect the impossible (with a very low detection rate, so much so that they rely upon user reports). This is one of the selling points of something like Stadia (which has to be balanced with the downside of latency) -- by default a cloud renderer would give minimal information to the client.
- deleted 7y ago[deleted]
- bhouston 7y agoDid they make a couple billion? I think that is grossly overestimated.
- blazespin 7y agoInitially sure, but I think the building capabilities of Unreal and their underlying experience with the engine making contributed to their staying power. Unreal is a hyper hyper smart games company. They built the frameworks that companies built games on. I think it's really awesome to see them win in the end like this after decades in the sticks.
- Reedx 7y agoEven if PUBG didn't have all the technical problems, Fortnite still would've been huge. They have different enough audiences - a lot of PUBG players don't like Fortnite (and vice versa). There's overlap sure, but not so much that it's a zero-sum game.
- iamtheworstdev 7y agoI don't disagree with that idea, after all the market for gamers is so large. But I do know that the ~30 or so people I regularly played with in PUBG left PUBG because of the poor code and cheating to go to other games (most of us went non-BR I think). And even now that we're told that it's better we have no desire to go back. The wounds go too deep. XD