Frankly, people get ahead in CS by writing papers. Many people who are successful in academic CS aren’t that interested in writing programs or even that good at it.
Video games require interdisciplinary talent. The credits for a video game look like the credits for a movie because it takes 2-d and 3-d artists, character designers, writers, musicians, sound effect specialists, voice talent, and various specialized programmers.
Sure there is the occasional legendary developer who makes something like Touhou on their own but that’s deeply unusual. If a person is dedicated to success on the CS track they might not find it helps them get a postdoc or faculty position or tenure.
There were tons of people from different backgrounds, basically all there for the wrong reasons (artists to learn to program games, programmers how to program and make games etc) it's quite the endeavour to make a good game, the programming is the least of it. On top of that you need to actually be good at game design (which in my experience is the last thing people focus).
Having been on the periphery of academic CS at times I think the whole enterprise is terribly imbalanced.
A big part of the activity in social impact is in teaching the introductory CS courses which are required for many majors. PhD programs understand that their graduates have to be able to teach these classes, but few CS academics are excited about it.
Some areas get huge amounts of funding and fill up conference proceedings for decades without significant results. Other areas are funded heavily in Europe but seem almost blacklisted in the U.S. (The "Semantic Web")
I have written quite a bit of run-of-the-mill applications software for which is there is a huge need, just like for the intro CS class. For a long time I have been the quantitatively trained person who knows about data structures, algorithms, race conditions, ontologies, etc.
Lately I have been doing art side projects and have gotten very interested in the work of people like Walt Disney and Jim Henson who created imaginary worlds that people would like to inhabit. I see that study as related to game design and leading to very real gains in application software such as customer satisfaction, more revenue, lower support costs, etc.
Minecraft. AAA games need a full crew, but many/most of the truly groundbreaking games come from very small teams. KSP, Factorio and Prison Architect spring to mind. If they don't have the specialist then the game just doesn't get that aspect. Minecraft didn't use writers. KSP used open source music. In the end you discover that none of those disciplines are absolute necessities. Factorio and Prison architect proved even 3d rendering unnecessary.
I believe this was already proven by a huge number of games existing way before these two ;]
There are some aspects of moviemaking that I could probably do professionally, others I have enough experience with that I know I'm terrible at them (acting, directing), and others that I'm totally ignorant of (what the hell does the "Foley" person do?)
If I do make a video or a game I know I can do well in some areas and other ones are going to be weak. Right now for instance I am planning on writing three "Breakout" clones to try out three different programming models. There is really no game design other than tuning up a clone of a known design. Even though the point is to try out 'software architectures' for things that are gamelike but not games I'm going to work hard on visuals and sound effects.
I'm not expecting to make enough unique enough that anyone would pay for it.
Or some CAD software developer who has to think about robustness of their geometric primitives versus a game developer who doesn't really care if computations fail every now and then.
But my first breakout indie game[0] was directly inspired by my Introduction To Computation course I took in my first year of CompSci at the University of Sussex. The lecturer (who was fantastic, though I forget his name 10 years on) walked us through Finite State Automata, and part of the course homework was, with pen and paper, designing finite state automata that would 'consume' strings of tokens. All pretty abstract, but drawing these circles for the state nodes and directional lines to consume the tokens, all terminating at the right end state... was really fun! They were good, solid, old-fashioned puzzles, just as much as Sodoku or something like that.
I made a mental note that it might make a good video game, and four/five years later I published The Cat Machine on Steam. All it is is those same finite-state automata puzzles, wrapped in a very cat-heavy abstraction. Different coloured cats are the different tokens, the 'islands' are the states, and as the player you draw train tracks between them all to consume x number of cat-train sequences. At the end the cats all sing a congratulatory meow song.
I'm pretty sure everyone just thinks its a whimsical, coloruful puzzle game but I've tricked thousands of people into doing a large chunk of 'Intro To Computer Science' homework without ever realising it!
I think there's plenty of room in CompSci for a dozen more puzzle games that quite directly lift the outline of puzzles out of a textbook and into a more accessible computer game space. I know I've for sure got a few more ideas - one day I'll sit down and make The Cat Machine 2 and incorporate them into a consumer friendly product.
[0] - https://store.steampowered.com/app/386900/The_Cat_Machine/
I suppose some people think software goes beyond entertaining video games.
To me video games are fun, but they require focus and dedication that I'd rather use elsewhere.
Because not everybody cares about video games or ballet.
2.) Being good in cs does not imply being good in art and making games is 80% art.
3.) Academia is super competitive, so you pick hobbies.
4.) There are more fun things to do.
5.) Creating video games is extremely labour-intensive, which is why there are so few Free and Open Source ones
6.) Game-development is an infamously awful line of work. High competition, abusive working conditions, and inadequate compensation. If an academic wants a hobby that overlaps with another line of work, there are plenty of choices.
7.) Only a few areas of computer science have anything to do with game development
If you mean free as in "gratis", then there are loads of free games available online.
E.g. https://itch.io/games/free (468,224 results)
...and that's just one site. There are free games on Steam, and free games on aggregator sites like Kongregate and its ilk.
If you mean free as in "libre", then sure, there are fewer games. But, frankly, most game code bases I've seen is a complete mess. Might as well just start your own from scratch ;-)
...and how many of them are a simple prototype-grade stuff made over a weekend or so at something like a game jam?
Not trying to throw a shade - I've personally contributed to elevating that number myself :)
(also, bunch of them aren't really gratis, but only have some gratis component - itch.io doesn't distinguish these cases when filtering)
I make small games as a hobby, but I absolutely wouldn't want to work in game development professionally (I only ever did some light contract work before moving on to another field). I treat making my own games as artistic expression, just like recording songs or painting images - not everyone does these things, do they? Seems like it's just a particular kind of people. That said, I got hooked on initially only because writing my own game framework seemed interesting technically - and now that I have a technical base for my games mostly figured out I wouldn't want to do it again; there are much more interesting things in IT that I haven't explored yet or that need much more love and can actually make a bigger impact, so games stay as my artistic hobby that's mostly limited to game jams and I like it this way.
But for the vast majority of CS there is no real overlap with games. Plus if you've spent your career on compilers, or databases, or machine learning or whatever, you know how to build those sort of things very well, but you are going to start over basically from scratch when it comes to developing games.
Novel videogames are rare. I can count novel videogames with my hands.
They probably require development skills, luck, some unique set of experiences, lateral thinking and tons of willpower.
Having been a professional game developer and an occasional academic researcher, I can safely say that game dev isn’t always fun, and wouldn’t always be a good idea for research. There are kinds of CS research that aren’t applicable to video games. There are people who don’t necessarily enjoy video games. There are ways to have fun and make money outside of games. Games take much longer to create than some kinds of user studies. I think there are a lot of reasons…
i had an immense amount of fun coding and playing with a "gravity simulation" thing that was as much an exploration of visualizing floating point noise as it was of Xlib and the physics simulation. I severely doubt anyone else would care about 90% of it; it did animate some pretty pictures given the right parameters.
Ask rather "what software do you enjoy as a toy?" and you may find the creativity you expect.
Actually creating a playable interesting game is not related to computer sciences. Creating a video game thats worth playing only references the hardware in terms of "what limits do we need to work around / what capabilities can we exploit".
Just look at Miegakure for an example of how long it can take to go from an idea to a fun, polished game.
Commercial games tend to be pretty calculating, and audiences are used to this, there novel game types are risky and rare.
-- E.W. Dijkstra