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Debate

Started by innowaresoft Feb 23, 2007 at 1:52 AM 6 replies 1.3k views
Original Post
innowaresoft
innowaresoft
Well, this may sound stupid but this is happening in our studio in recent days where some of the gameplay programmers are raring to get into engine level code and all that. We are trying to convince them that gameplay programming is much more challenging and non-monotonous but they want to get into core Direct3D and all that. I just thought of taking industry views on this as to which one is more challenging Direct3D programming or gameplay programming or why gameplay programmers are equally, more or less important than the Direct3D programmers. I'm sure industry views will help me. Thanks in advance...
sharpnova
sharpnova
Why debate? Whoever is in charge of the project calls the shots.

Engine level coding is probably a huge waste of time. There is not much need to make your own engine these days. The only reason people like to do it is to earn experience and have something they can put on their resumee. It doesn't benifit the project in ANY way for ur programmers to waste their time with those things.

I say, slap them back into their place and don't let them get out of line again. It obviously went too far this time. Don't let it happen again.
Everyone hates #1.That's why a lot of idiots complain about WoW, the current president, and why they all loved google so much when it was new.Forget the fact that WoW is the greatest game ever created, our president rocks and the brainless buffons of America care more about how articulate you are than your decision making skills, and that google supports adware, spyware, and communism.
innowaresoft
innowaresoft
Well said sharpnova and I'd taken my call but at the same time, I cant afford to lose even a single guy and want to keep them focused towards what they are doing but they generally look at the people who are working on Unreal 3, CryEngine 2 and even OGRE.
Thanks for replying...
Kylotan
Kylotan
It doesn't matter which is more challenging or less monotonous - if you have a project to run, then you need to know what needs doing, and you need to find people to do it. If you're not paying them, and they won't do what you think needs doing, then you're a bit stuck. I don't think anything we can say will change their mind on what they find most interesting.
JohnBolton
JohnBolton
Which is more important? Well, since you can't make a game without either, then obviously they must both be equally important (though you can buy the engine).

Which is more challenging? That is an absurd question. Which is harder to win -- a sprint or a marathon? The level of challenge depends completely on the person and the goal. A person that thinks gameplay programming is not challenging is most likely just content with mediocre gameplay.

BTW, I am an "engine" programmer and here is how I see it: the first engine can be very interesting (as with anything), but after a few times it can get boring because the job of an engine programmer is to solve the same problems and write the same code over and over.
John BoltonLocomotive Games (THQ)Current Project: Destroy All Humans (Wii). IN STORES NOW!
innowaresoft
innowaresoft
@johnbolton
By using the word important, I actually mean the availability and comfort level as we can always buy a state of the art engine but gameplay has to be different for each game so writing an engine is not as must as gameplay.
By challenging, I exactly meant the monotonous kinda feeling which you stated in your remarks about your experience with first engine and then making it a repeat task.
Thanks for your feedback.
ApochPiQ
ApochPiQ
Try and accomodate them as much as possible; if you have engine programmers who want to get into other areas of coding, arrange a swap.

Otherwise... being on a team is about working together on a common goal, and that means pulling your own weight even if there's other stuff you'd rather do. If it comes down to some prima donna whining because he's not working on what he wants to work on, then he can find another project.
Ikinsey
Ikinsey
I'm leading a team of about 32 for a game right now. I've come across a couple problems such as this even though the project is just barely under way. It is essential that you let them know you they can come to you with such concerns but it is equally important that you dont let them push you about it. As others have you said, what the project leader says should be accepted as law. As long as you adress their complaint -- probably using the reasoning others have just afforded -- you can stay on their side while getting them to still "do their job."
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