Game design Memes

Posts tagged with Game design

Hear Me Out… Forza Horizon

Hear Me Out… Forza Horizon
You boot up Forza Horizon and marvel at those gorgeous photorealistic mountains and scenic roads. Stunning visuals, ray tracing, chef's kiss. Then you open the map and it's like someone dumped a bucket of UI elements into a blender and hit "puree." Every single collectible, race, challenge, and side quest is screaming for your attention with icons plastered everywhere. It's the classic game dev paradox: spend millions on a beautiful open world, then completely obscure it with enough UI clutter to make a Windows desktop from 2003 jealous. The rendering engine is crying in 4K while the UX designer is having a field day with marker spam. At least you know where everything is... if you can find it under the 47 overlapping icons.

Devs: Atmosphere | Gamers: Jumpscares Pls

Devs: Atmosphere | Gamers: Jumpscares Pls
Game devs spend months crafting this beautiful, slow-burn psychological horror experience with subtle environmental storytelling and existential dread. They're thinking Kubrick, Silent Hill 2, atmospheric masterpiece. Then the gamers show up like "yeah cool but WHERE ARE THE LOUD NOISES AND SCARY FACES?" It's the same energy as spending weeks optimizing your elegant algorithm only to have stakeholders ask why there's no loading spinner with flames. The creative vision versus what actually sells. Spoiler alert: jumpscares win every time because apparently we're all just Pavlovian dogs who need that dopamine hit from being startled.

Current State Of GTA

Current State Of GTA
Rockstar really said "let's reduce an entire AAA game to pseudocode that looks like it was written by someone who just discovered what an if-statement is." The absolute AUDACITY of claiming "Graphics=good" and "FPS=>150" when we all know GTA's optimization is held together by prayers and mod developers. But the real kicker? "Enemies=evil" followed by the galaxy brain logic of "if player=dead: die, else: dont die." Truly revolutionary game design right there. Shakespeare could NEVER. And let's not skip over "bugs=dead" – because nothing says "patch 0.1 released" quite like pretending you've squashed all the bugs when the game still teleports your car into the stratosphere. The cherry on top is "IGN_rating=10" at the bottom, because of course it is. They could release a game that's literally just "print('GTA')" and IGN would still give it a 10/10 masterpiece rating.

When Programming Defies Logic

When Programming Defies Logic
So you're telling me a game dev can spawn a LITERAL DEMON erupting from molten lava with particle effects and physics calculations that would make Einstein weep, but adding a scarf to the player model? Suddenly we're asking them to solve world hunger. The absolute AUDACITY of suggesting something as simple as cloth physics after they just casually coded an apocalyptic hellspawn summoning ritual. It's giving "I can build a rocket ship but I can't fold a fitted sheet" energy. Game development priorities are truly an enigma wrapped in a riddle, served with a side of spaghetti code.

Every New Game Nowadays

Every New Game Nowadays
The gaming industry has discovered the cheat code to infinite money: slap "roguelike" and "soulslike" on everything and watch the sales roll in. Good price? Check. Good graphics? Check. Original gameplay? Nah, just make it punishingly difficult with permadeath and call it a day. It's like every game studio had a meeting and decided "why innovate when we can just copy Dark Souls and Hades?" The indie scene is 90% roguelikes at this point, and AAA studios are scrambling to add "souls-inspired combat" to everything from racing games to farming simulators. Next up: roguelike soulslike dating sim where you die if you pick the wrong dialogue option. Game devs realized it's easier to make players replay the same content 50 times through procedural generation than to actually create 50 hours of unique content. Brilliant cost optimization, terrible for my controller which has been thrown across the room multiple times.

Clock, But It's Downloaded From App Store

Clock, But It's Downloaded From App Store
Ah, the dystopian hellscape of modern app monetization! What you're seeing is the logical conclusion of product managers gone wild. A basic clock—literally the most fundamental utility since sundials—transformed into a gems-powered nightmare where you need to pay 500 gems to unlock the revolutionary feature of... *checks notes*... knowing what minute it is. Want to know if it's 10AM or 11AM? That'll be 1000 gems, please! The full package with all time-telling capabilities is just $19.99/month, because apparently even the concept of time itself is now a subscription service. This is basically what would happen if EA designed a clock instead of games.

What The Hell Happened To This Game?

What The Hell Happened To This Game?
When your horror game project goes through executive review and marketing focus groups... Started with a terrifying monster bus straight from your nightmares, ended with dancing unicorns and DJs with sunglasses. Classic corporate evolution where someone inevitably says "but will this appeal to the TikTok demographic?" It's the same transformation that turned Resident Evil into a dance party and Dead Space into a microtransaction store. Next thing you know, they'll add battle passes to Tetris and loot boxes to Pong.

Choose Your Game Dev Philosophy: Easy, Fair, Or Pure Sadism

Choose Your Game Dev Philosophy: Easy, Fair, Or Pure Sadism
Ah, the three horsemen of game difficulty philosophy: Kojima: "Let's make it so easy that even someone who can't beat the first level of Pac-Man can finish it!" Miyazaki: "Everyone should experience the same challenge and overcome it in their own way. It builds character!" Itagaki: "Testers complained it was too hard? MAKE IT HARDER. Their tears sustain me." Choose your game dev philosophy wisely. Your future therapy bills depend on it.

Computer Science Student Specialization

Computer Science Student Specialization
The hierarchy of suffering in CS specializations perfectly captured in Toy Story scenes: Cybersecurity and Game Design students? Living the Buzz Lightyear dream - endless identical clones, mass-produced and overconfident. "To infinity and beyond!" (aka "I'll be making six figures right after graduation!") Operating Systems students? That's Woody with the maniacal grin. Sure, they're dealing with kernel panics and memory management, but they're still maintaining their sanity... barely. But those poor souls specializing in Compilers? Straight to the lava pit of despair. They're drowning in parsing algorithms, abstract syntax trees, and the existential dread that comes with implementing a lexer from scratch. Not even the garbage collector can save them from this hell.

Developers Always Manage To Make It Work

Developers Always Manage To Make It Work
The absolute pinnacle of software engineering isn't elegant code—it's the unholy workarounds that ship products. Fallout 3 devs couldn't implement a working train, so they just strapped a train model onto an NPC's head and made him run underground. The player never sees the difference. After 15 years in the industry, I can confirm this is basically how 90% of production software works. Your banking app? Probably running on a hamster wearing a server rack hat somewhere.

The Hierarchy Of CS Student Suffering

The Hierarchy Of CS Student Suffering
The hierarchy of pain in CS specializations is too real. Cybersecurity and game design folks living the Buzz Lightyear dream - shiny, exciting, and mass-produced. Operating systems specialists get the Woody treatment - still relevant but definitely sweating. Then there's the compiler students... burning in literal hell, questioning every life choice that led them to parsing syntax trees and debugging segmentation faults for eternity. The compiler specialization isn't just hard mode - it's masochism with extra steps. And yet, those compiler wizards are the ones who make everything else possible. Suffering builds character, they say... mostly to justify the trauma.

This Is What Studying Game Theory As A Gamedev Feels

This Is What Studying Game Theory As A Gamedev Feels
When your professor explains game theory with complex mathematical notation, but all you wanted was to make the next Fortnite killer. That's literally just a chicken to you. The gap between theoretical game theory (with its Nash equilibriums and utility functions) and actually making fun games is wider than the chasm between promised deadlines and actual ship dates. The bearded professor proudly displays his chicken as if it's the Rosetta Stone of gaming while you're just wondering if your character's jump animation looks natural enough.