Hurdles Affecting Game Development
We've found that the most common hurdles affecting game development are 1) 'game glut'; 2) building out the games; and, 3) performance.
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To gather insights on the current and future state of Game Development, we talked to eight executives involved in game development in some form or another. Here’s who we spoke to:
- Sid Sharma, Lead Developer Evangelist, Agora.io
- Joseph Lieberman, Director of Marketing, Antlion Audio
- Otakar Nieder, Senior Director, BISim
- Perry Krug, Principal Architect, Couchbase
- Patric Palm, CEO and Co-founder, Favro
- Doug Pearson, CTO, FlowPlay
- David Lord, CEO, JumpStart Games, Inc.
- Brian Monnin, Co-founder and CEO, Play Impossible
- George Buckenham, Lead Programmer, Sensible Object
- Grant Shonkwiler, Commander and Shonk, Shonkventures
Here's what they told us when we asked, "What are the most common hurdles you see affecting game development?":
- Concerns over quality and latency are amplified in addition to building the game. It’s easier for developers to use out of the box solutions so you don’t have to worry about latency and performance. We know which pipe to feed video and audio through so we improve the game experience while decreasing latency.
- Performance and stability. Clients want big exercises with several hundred people, AI, and tons of vehicles. How to distribute simulations on PCs since many training facilities don’t have internet access.
It’s tied to the consideration of microtransactions business model and the ethical dilemma for game developers versus challenging players to master. Decide how to do what you love and incorporate microtransactions versus buy more/get more.
The most common challenge is in figuring out what it is that really connects to the player, the real driver that brings a player back to the game and truly engages with them. That subtle distinction is what separates a successful game from just building a game with the right approach in the right space. You can do all of those ‘right’ things but still miss the engagement factor. It’s a tricky problem that doesn’t have an easy answer, so one of the benefits of building a game that can be rapidly updated and iterated on is it allows you to figure that out alongside the player base. You have an opportunity to listen to what they have to say about the game, see what they like, collect data about what they’re doing in the game, and then use that to inform the decisions. This combination of direct and indirect feedback affords you the ability to approach the game as more of a collaboration with your players.
What other hurdles do you face as a game developer?
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