I feel like it's DEEPLY uncommon for gamedevs to be willing to talk this openly about development struggles.

indie game dev, AI and narrative design researcher, playwright
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I feel like it's DEEPLY uncommon for gamedevs to be willing to talk this openly about development struggles.
This is incredible, this is so familiar even though I'm not a professional gamedev, this vibes so much with every serious software project I've ever worked on
Wow. Liked Pacific Drive overall, but was very confused about a lot of the choices. This tracks.
I always kinda figured the whole "ideas guy" => "guy who has to do the work" story was more of a parable to teach folks about how to be a good person. Not, you know... "How to tolerate the ideas guy and satiate him so that he doesn't cause further problems". Then, once I learned that, I thought "surely, this must be a problem confined to my industry, right?"
Maybe this explains why I always felt like the game I was playing was trying to tear itself apart at the seams? Or maybe that's reading too much into it.