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Blow argues software development hasn't advanced much since the early 2000s. As a game developer, I want to offer a counter point.

In the last 3 years, there have been a lot more indie games of far higher quality than we used to get. I'm thinking of the RTS space right now. The Scouring for example. We went from having nobody but Blizzard able to make something that complex to several games with outstanding performance and complexity, often with their own custom game engines that are not only working but working better than I remember wc3/sc2 working at launch.

I don't know how much of a role AI is playing in those games, but I think the performance and complexity of indie games is shooting up and we are seeing very, very small teams make things that large teams struggled with in the past. Honestly, I think indie studios are outperforming AAA in most ways besides spend and length and art budget --and yet, it's the indies who are making their own game engines these days, isn't it?

(btw, we have to also admit that many of these game engine builders look to blow for inspiration (to carmack too), and their architectures are not what you'll find at typical saas companies. Game coding is complicated in a really fun way I didn't get doing plumbing on web projects, speaking for myself)

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I think the majority of the improvements come from 3 places.

1. Hardware advancements mean that you can get the same results with less optimized code (this is what allowed 3rd party engines with GC scripting languages to become popular)

2. The proliferation of learning resources and open source code.

3. The budgets and size of indie studios as well as total time spent on the games. Seriously look at some of the games these days that get labeled indie.

Warcraft 1 (my first RTS) had just 4 programmers. And only one of them was on the project the whole time. And the entire project was only 14 months.


The indie game bar being higher is the result of the tooling being easier and more common.

Yeah, the engines help a lot with rendering, physics, and scene/level building/making custom tooling, and a bunch of other things. They are honestly amazing tools.

AAA and indies now use the same engines for the most part

In game dev however, there's a lot fewer reliable open source tools around. You have a game engine, a small number of great plugins, and a lot of dodgy stuff. You have to/get to make a lot of things yourself.

The scope and complexity of indie games, even allowing for this, is still increasing staggeringly.

...and don't get me started on unreal engine physics and pathfinding issues, or rendering bugs in unity


Yes, AI tooling.

Indie games didn't get THIS good because of Unity and Godot, if you think that you're deluding yourself.

I've done amateur and professional game-dev and Unity and Godot existing don't make making an FPS any easier than before, engines have existed for a long time.

A solo dev can create (from scratch) an FPS engine, assets, music, levels from scratch over a weekend now.

This is only possible with AI.


Which good indie games, specifically, are you talking about here?

There's been a lot of good indie games recently (Queen's Domain[0] being a recent example that's taken off) but I don't know of any which are using an AI-coded engine or use AI-generated assets extensively.

[0] https://store.steampowered.com/app/1799840/Queens_Domain/


Indie games have been this good for 10 years now?

> A solo dev can create (from scratch) an FPS engine, assets, music, levels from scratch over a weekend now.

And when they do, this is what we get:

https://i.imgur.com/w25SmDR.jpeg


This link doesn't work outside of the US.



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