How people are writing games these days, anyway?
Artūras Šlajus
2022
Unity usage tends to fall into one of two patterns:
Entity
is GameObject
.Component
+ System
is MonoBehavior
....for gameplay.
Gameplay code is:
Imperative programming is a great paradigm for gameplay programming.
...games are not only gameplay.
They are also:
And unfortunately imperative programming is a suboptimal paradigm for all of those things.
Games are known as notoriously buggy pieces of software.
Nobody wants to play buggy games.
Buggy games result in:
It also inflates business costs directly.
Companies that have been working for years still make buggy games.
Company | Established | Years in business |
---|---|---|
Ubisoft | 1986 | 36 |
Blizzard | 1991 | 31 |
CD Projekt Red | 1994 | 28 |
InnoGames | 2007 | 15 |
Activision | 1979 | 43 |
I mean, if a company that has been in the business for 43 years still can't make a properly functioning game, then surely there is no hope?