You know, sales is everything and I agree that "there are two types of software: software that people complain about and software that nobody talks about", but some of us take some pride on doing stuff with enough performance and not pure crap...
You know, sales is everything and I agree that "there are two types of software: software that people complain about and software that nobody talks about", but some of us take some pride on doing stuff with enough performance and not pure crap...
Take as much pride as you want. Just remember to, you know, ship something from time to time.
Perfect example.
You're not making games, you're selling entertainment. Focus on the latter first, and optimize accordingly.
I see this time and time again - beautifully architected and performant platforms that completely bomb because noone actually wants it.
I agree with that. And yet, Minecraft is possibly the worst example:
- It's an exception to the general wisdom that games do have to worry about performance in order to deliver fun. Just because Minecraft became popular despite it's abysmal performance, doesn't mean games can get away with that in general.
- Notch never expected Minecraft to become that popular. In a sense, Minecraft was an accident.
- Minecraft's performance was so bad, a lot of people had to install a mod called OptiFine just to be able to play it on their hardware.
That being said, I agree that performance might actually be integral to your product. Quake 3, for example, probably would have bombed if everyone was playing sub-10fps.
Either way, the priority is "figure out who wants your product and why." That helps determine when and where to focus your optimization efforts.
Myst was at the cutting edge of technology at the time. They had to write some weird custom extensions in order to jam color into HyperCard at all. (Myst was initially written in HyperCard!) One could argue that designing the game around static images that could be rendered offline was itself an optimization. It gave the illusion of an immersive 3D space within the very harsh limitations of early Macs.
Also, the couple of QuickTime videos used in the game were very carefully integrated into a surrounding static image to give the illusion of an entire live scene while only animating a small rectangle of it because that's all most computers could handle at the time.
Myst is a fantastic example of making very thoughtful performance decisions given the constraints at the time.
That they managed to pull it off for home computers in 1993 is nothing short of a performance focused mindset which led them to static images and QuickTime overlays. As soon as they had the ability, they released realMyst which was a realtime 3D version of the original, followed by realMyst Masterpiece in the last 5-10 years.
For that matter, Minecraft may be poorly optimized (it is) but without the effort spent on the chunking system that renders 16x16x(128/256) blocks as a single mesh, it wouldn't run at all. There's plenty of low hanging fruit (which may be more difficult to retrofit into the existing engine, or in the JVM itself) that other games have found and utilized, but without that initial performance optimization Minecraft wouldn't run at all.
That's not true in the way that I think you're using video games as an example. Video games must be fun, being fun requires being performant enough, and for graphically demanding games that requires lots of optimizing. But there are tons of games that are not graphically demanding.
Game studios were one of the first areas to care for UX.
During the 80's and early 90's many kids got into games by starting as group testers after school.
It wasn't always the same group of kids.
Writing casual games with AAA tech is needless overengeniring.