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Cake day: June 16th, 2023

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  • The biggest issue with GIMP is its weird UX choices. They should just make it more like Adobe’s UX. I know there’s tools that bring it closer, but the fact still is that they do some really dumb shit when it comes to experience decisions. Like if I want to change the font of what I’m typing, it works like this…

    I have to TYPE in the font I want, no dropdown, and the font selection toolbar off to the side just straight up doesn’t apply to what I’ve typed or selected… and this is AFTER I ran one of those GIMP retrofit tools that tries to make it more in line with Photoshop.

    Seriously, I’ve used Photoshop since 5.5 (not CS 5.5… FIVE POINT FIVE in 1999), and I STILL have to watch a tutorial for almost every single action I could intuit in 5 seconds from Adobe’s garbage malware tool.

    That being said… the one important thing that GIMP is not… is Adobe garbage malware… GIMP just has a janky UX that no one’s going to bother fixing b/c the tool is free so no complaining!

    And in any case, just like with Blender coming on to the scene in earnest like a decade ago to end Autodesk’s defacto monopoly with its $$$$ per year licensing scheme for proprietary 3D modelling tools… with Adobe rapidly getting worse, and just like with Unity’s “pay us per install” debacle made people jump ship to Godot - never to look back… I’d bet that GIMP is going to begin accelerating its improvement… or that Krita will do the same and overtake it in popularity.

    …And once that happens, Adobe is cooked. And it can’t happen soon enough.









  • I’m guessing they went back to the drawing board several times - probably because they felt their sequel wasn’t really as evolved or as fun as what they had hoped it would be, so they shifted I’m guessing from their overhead view to the behind the player 3rd person style game we know now at some point after churning at it for a couple years at least…

    Like you know that Doom 2016 was the 3rd complete from scratch redo from what they originally started working on after Doom 3, right?

    This sort of thing sometimes happens in creative projects; like when you hear a movie took like 7 years to make, it’s not necessarily that they literally shot scenes every week for the same film that whole time. It’s that the project was shelved, or they changed directors, or the studio lost interest for a while or they got a new script or something.


  • “Newer” does not necessarily equal “better.”

    The real problem is how basically game dev is an untenable long-term career from a AAA standpoint… or at least it is outside of Japan.

    Almost every major dev is not being run by anyone with more than 10-ish years of dev experience.

    Why? Because studios shut down and fire everyone, or they get bought… and fire everyone… or the grizzled vets get burnt out, or find out that work-life balance shifts when they get old enough to want to start a family, or discover (like I did) that general software pays better, has less turnover, and doesn’t shut down as often.

    Look at all the major players in the FPS game for example from the past 15 years… The guys who made Perfect Dark, the original GoldenEye, Killer Instinct, Banjo Kazooie, and Conker’s Bad Fur Day? Mostly not in the industry anymore or struggling while working on small indie projects. Some of the companies still exist, but the guys who’d be in their 60s with 30 years of game dev and design mastery under their belts? Gone.

    Cliff Blezinski isn’t working on games anymore. John Carmack isn’t at id. Half of Bungie’s OG staff has moved on to other stuff or switched to 343 or some other smaller studio.

    I said “outside of Japan” earlier btw because meanwhile Shigeru Miyamoto is still at Nintendo. Dude’s an absolute elder god of game design, and all he’s been doing is working on them for more than 4 decades at this point.

    Kojima’s been making games since the 80s, so has most of the folks at Capcom, and the From Software guys have been doing the same thing for 15+ years at this point.

    And then there’s the rare tiny studio or re-org of a once awesome team like Respawn after all the Activision / Call of Duty stuff or indie effort like the guy behind Stardew Valley… but other than those handful of exceptions, there’s no one but 20-something recent grads that pad out the teams at these giant game companies like Ubisoft, Activision, EA, etc. Even Blizzard is a pale shadow of what it once was. And Valve doesn’t really make games anymore b/c they don’t have to…

    They aren’t making great games - but NOT because they’re “stupid…” they’re making bad games… because they just started… and all the old farts who they should be apprenticing under like you do with ANY other respected artisan type career are gone.

    And every year some $10 million / year bonus paid suit shuts down an Ensemble Studios, or a Telltale Games, or fires half of the team at Square Enix b/c the new Tomb Raider 6-year project didn’t make a bajillion dollars after some exec decided that should be their target since “Clash Royale” only took 1 year to pump out and just basically prints piles of money.


  • This is like saying to any sort of person involved in commercial agriculture “don’t buy a John Deere tractor if you don’t like their draconic business practices.”

    Like… there’s not really many other choices if you want to make a game that can do simultaneous cross-platform networked multiplayer and want to be able to launch on any console.

    I mean, unless you want them making something that has massive difficulty coming to console… like maybe Lethal Company is the only recent example I can think of that’s a small non-major publisher-backed title that has networked 4-player multiplayer… and even then i’m not sure what sort of challenges that dev had when trying to implement any sort of netcode for gameplay.