That's one hell of an essay
This isn't even 1% of my power!!! lolol
That's one hell of an essay
And I'd agree with it all. But I'd also like to add that although developing video games was always 'hard', back 30 years ... decisions.
And from there the team sizes just steadily grew, with the rise of various niche roles, the creation of separate art teams, ... engines.
You are right. As a hobby just for fun I develop 2D and 3D games alike. It does mean also just fun of it developing 2D and 3D assets too. So I can say 3D development is not "hard work" than 2D. I dare say 2D is "harder" but in reality whatever way you use to develop a game naturally is complex and the time it takes just depends!!! In the end actual complexity is what kind of game you developing. So for example developing Metal Gear Solid Rising is way more complex than Watch Dogs. Developing a 2D tennis game like the Tennis game on NES is relatively way more complex than developing a 3D tennis game in which some people may never able to develop such a 2D tennis game lolol.
For example manual 2D sprite creation over 3D model creation + rigging bones for "manual" animation honestly same complexity to me. Just the way to use to do same is complex in its own way!!!
Generally via my own time it takes a month for me to fully develop a 2D game. Honestly the amount of coding doesn't change in core aspect over 3D at all. You just use different ways to program the same!!!
Technically while developing a game you still need same kind of people despite nature of the game changed between 2D and 3D. Still you need artists for visual, musical, SFX and all assets. It's just nature of 3D development became "unnecessarily complex". It means for example at home me alone can develop 3D aspect of games as in models and animation okay but they just increase the complexity and budget by hiring specific teams for it as if they are developing a movie. Naturally a game mostly being developed as if they developing a movie and there is actually relativelly little "video game development" aspect of it. They hire tons of artists for digital lighting as in art direction, environment design, and whatnot visual art and especially cutscene-related stuff. Back then despite games were 3D the video game development wasn't that complex. Perhaps it was more like the development team was made of "jokers" as in "one man army developers", they just divided work task so much most of the budget mostly spent on paying for people anymore lol. Perhaps what increased video game development's load is for a long time tasks are so divided between so many people , so many peoplehave to report a lot between each other on what kind of stage of development they are in and then they all do extra work to put everything into game as they go by adjusting stuff. That's why more people increases development time (what an irony when it should have been the opposite!!! lol)
But I have say about "3D models and textures taking more time to create", dude when you use Blender you create the models so fast if a 2D pixel scene takes like a day for me, within a day I can create 3 characters with their own distinct designed armors in a day thanks to Blender. Model creation did took too long before but relatively in recent years Blender really speeded up the whole process. In the end 3D creation will take way faster than 2D assets if we have to assume 1 person works per 3D and 2D assets development lol.
2D aspect of games takes very long when you added animation to the equation because despite technology advanced to make 2D animations easiers, relatively 3D animations easier and therefore way faster to do. 3D actually makes everything so easy.
However 3D means more hardware requirements therefore more need for optimization and therefore it calls for a careful way to produce model and texture files and if you really screwed up you would need to re-develop the whole 3D assets to fit it for optimization. However when the developer is professional they wouldn't screw up like that because they would be properly educated on that before they start working. What you do is more like you start from the lowest possible "test assets" and you go up as you see the game can handle it. So you use test assets by adjusting them which eventually became the asset of the end result. I actually learned about how Rockstar tested optimization methods for 3D open world gameplay and then they eventually figured they really did a great job so hard they realized they can increase graphics quality. It does mean after "content" aspect of the game is done in context of optimization you left graphics quality last. However for PC games they tend to develop the game without caring about optimization much and leave running the game solely into specific system requirements that actually a reason for buggy games. However this way of development becomes necessary part of the most needed graphical options so users can choose between low and ultra settings that usually only low settings are optimized instead.
Gotta blame the mentality that want to make video games more like a movie which if they had cut movie aspects from games budget will sink back to how it was lol. So if they complain about budget then they should see the error on they wasting millions for cutscenes I don't watch and whole dialogues including voice over, whole scene design to specific animations characters do and all are what I skip them by mostly not listening to them lol. If you had cut all these really development time significantly reduces, so as budget lolol.
In this context, for example for Hideo Kojima it would be a better choice to release Death Stranding as a movie. So many games would be actually a better media if they were develop as a movie. Gameplay is boring and takes too long to conclude so Death Stranding is a waste of rubbish. I can say the same for most Sony games especially released after PS2-era and I'll specifically mention Uncharted series and Last of Us. Interactive story programs and their way of making you "inside of a story" don't matter to me. Me gamer wanna play something fun!!!! But in these games most of the gameplay you literally have to do what you don't wanna do in your real life: Walking, talking, listening to, getting an X item to carry from A to B lol. Point of video games should be about doing something fun that you can't or don't wanna do in real life. I can easily go Death Stranding mode in my real life. Walk in some dangerous part of your city and boom creatures attack you!!! Carry boxes on your back if you want and enjoy the immersion!!!! lolol
Blame it because their greedy ass uses pre-order customers as a test group to test their shit game. There is no excuse for why a video game has tons of bugs at launch day and why they all require like 5 years of patching for playable state lol. This should be a law that it should be illegal to release a game in such a state. To me it seems like you buy a TV but sometimes it doesn't display a channel and cannot change channels and TV randomly shuts off. "How complex and expensive to develop it" is not my concern and it shouldn't be. Either release the product that deserves money or stop being a company and instead IDK clean the floor at McDonald's lol.
You have some very strong programmers ... of your team to be in charge of.
Well games are massive these years and it does significantly contribute to the likelihood of bugs. No argument to that. However it doesn't justify buggy releases of games that sometimes suffers from significant bugs never fixed. I dare say instead of all the cutscenes and dialogue development they should spend that budget on bug fixing and over all polishing the game lol.
The new problem of the industry is to reduce budget they intentionally hire fresh graduates to pay them less because seniors, experienced people and especially famous ones in their respective fields and/or industries demands higher pay that is not what companies are willing to pay most of the time. That's why companies take an ordinary music composer and make them video game director!!! lolol
In the end only logical complaint they make is "PC platform makes things harder to develop" but still this "harder" aspect is more about it takes longer to develop a stable game for every possible PC, yet in reality a develop can play safe and only use "common safe ground" of what kind of possible hardware and software people may be using to develop a game by avoiding unnessary usage of too new or old technologies in development. System requirement is a thing for a good reason but then sometimes it's about developers relying too much on unstable aspect of how GPUs work due to lazy work, therefore when these aspects changed or fixed via driver update the game may cause problems. Such bad way of development can even make game cannot run due to specific CPUs. In that regard a programmer shouldn't be lazy and shouldn't make codes "work" in a way they don't even understand and they shouldn't fix their code by addiding another code into the equation. Best way to fix is actually properly writing the problematic code again. Otherwise it seems like problem is "doors being opened because of wind" so instead of closing the window they either remove the door or they cover the door with wall or they remove air itself!!!! lolol
Perhaps the last topic must be told in a topic on how hardware and video game console companies negatively effect video game industry but that's another topic for an essay!!! lol