But I guess for every PCG system the hardest balance is "completeness" vs "possibility", you generally can't have both with finite dev time and resources. Tiny Glade leans towards former but offers more variables than, say, Townscaper.
Perhaps a billionaire with 2 ex-wives, multiple disgruntled partners, and 10 children, has no right to comment on whether a politician paying off a porn star to help its presidential bid is “trivial” or not.
Low key think when US conservative complain about not being able to get a fair trial in a semi liberal state, it echoes their own ethos of “don’t come to US if you hate its law”.
Gotta say, fascinating interview, Google is basically saying “we are going there not because we know it can be fixed but because we know leadership heads will roll if we don’t”:
@bitinn so it's like "I'm the CEO, I know it's dumb, but our uninformed shareholders and board, who get their tech news from business magazines, demand it and I rather keep my job?" (color me surprised)
@bitinn
I think it's always been that way, but projects were shorter back then. So crunch was "work overtime for 6 months to make a film tie-in" rather than "work overtime for 5 years to make a sequel".
@dphrygian yeah it is one of my working theories: cycles. Both the cycle for a big game is longer and the cycle of game market is at a point where you go big or go broke.
But still, we are creating much more values then before, the market matured, yet the project management regressed?