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I asked the question because what you're arguing is completely at odds with the reality of software development outside the games industry. Surely you agree your position (I'll restate it here, just so we're in the same page: that it is a bad idea to modify code and a good idea to implement most changes as "changes in data") is completely non-mainstream? Can you grant me that?

I've never worked in the games industry (though I wrote my own naive videogames, starting with my C64; like many of us, I got into computers because I wanted to make games). However, I have many friends who either work or worked in that industry, and they told me how it is. I know enough about death marches to know I mostly don't want to work in videogames (other jobs I'll never take if I can help it: consulting / "staff augmentation" companies). I also know many games programmers don't write automated tests -- I'd be scared of changing anything too if that was the case!

I'm very curious now about your position. I'm sure I must have misunderstood it. If you don't believe in changing code and you don't believe in scripting, then how do you propose stuff like changes in unit behaviors in an RTS are implemented? Say you have to change the enemy AI, or add a new unit that behaves differently, or even fix the path-finding algorithm. How do you change that by modifying only data? I understand tweaking your game by changing data (new sprites, changing the max speed of a unit or the geometry of a 3D level, etc), but actually changing behavior? And what if you're the one who's actually building the game's engine?

> How do you explain the difference in cost then?

I don't follow. Are you arguing games are less or more expensive? The economy of making games is different to business software. Games are hit based. If I read all those articles correctly, most games sell a lot of units near release, then taper off and are forgotten. Yes, some games have multiplayer and the most successful of them may last many years, and some others get add-ons, but still. Business software is completely different, especially if it's in-house: you don't need a "hit", you don't get "sales" and because it's usually not a product in itself, it gets modified constantly as the end-users (who may or may not be programmers) discover new features they need. Software like this usually lasts years, and must therefore be designed using engineering principles which will help a team of (possibly changing) programmers to alter its source code over the course of many years.




>Surely you agree your position (I'll restate it here, just so we're in the same page: that it is a bad idea to modify code and a good idea to implement most changes as "changes in data") is completely non-mainstream?

It's been mainstream in the games industry for the past 10 years or so. Obviously it's not in the enterprise software.

>If you don't believe in changing code and you don't believe in scripting, then how do you propose stuff like changes in unit behaviors in an RTS are implemented? Say you have to change the enemy AI, or add a new unit that behaves differently, or even fix the path-finding algorithm.

You are conflating two things. Bug fixing obviously requires code changes to repair the defective code. Implementing a new unit or AI is better be setting up flags or adding components from a set. It's no different from the business software recording transactions or entities into a database. Hopefully you don't write new code for each new order or a new SKU in the warehouse?

>I don't follow. Are you arguing games are less or more expensive?

As I said above, games show orders of magnitude less cost per functional complexity. A game with much more different complex behaviors than a typical enterprise system takes much less man/hours to code and test.




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