Game Developers Share Their "Most Embarrassing Game Dev Crimes"
Thanks to Fullbright's Steve Gaynor, many game developers have shared some of their most heinous and hilarious game dev crimes.
Everybody makes some absent-minded mistakes. Heck, the other day, I was looking around for my phone only to find it in my hands after looking for it for roughly 15 minutes. These sort of things could happen at anyone. Even game developers.
However, not everyone is brave enough to admit their faults. But one brave soul, Fullbright co-founder Steve Gaynor, decided to start a Twitter thread asking game devs to share their “most embarrassing game dev crimes.” He began with the following tweet:
I won’t pretend to know a ton about game development but putting all the scripting on two “gigantic” graphs probably isn’t the most efficient way to make a game. Since Gone Home released back in 2013, the beloved game has been ported to a number of consoles including the Nintendo Switch. Knowing that this “crime” may be hard to work with, Gaynor said in a reply to the original tweet, “I apologize to everyone who’s had to work on a port of that game.”
This confession sparked a rather large thread with developers admitting some really hilarious workarounds we would have never questioned otherwise. Here are some of my favorite replies, one of which is from one of my favorite Xbox 360 games:
My first game (Earthworm Jim 3D) had no scripting language. So I made conditional logic using invisible washing machine objects in the sky that travelled animated paths on timers and could set triggers as they arrived at nodes. Debug was a nightmare. Shipped that way, I think?
— Eric Holmes (@ericholmeslive) December 15, 2018
There’s a twelve line conversation in The Walking Dead: Michonne that I pieced together with cut recorded lines from other scenes to try and fix a plot hole
— Emily Grace Buck 🇪🇸 (@emilybuckshot) December 15, 2018
The dog in fable 2 can’t turn on the spot (lacked the animations for it), so sometimes the AI get stuck running in a small circle trying to get to a goal it can’t ever reach. We gave up trying to fix it because ‘dogs do that’. No one in QA ever filed a bug for it.
— Glen Watts (@MrFlabyo) December 15, 2018
This is just three out of hundreds of replies to Gaynor’s tweet. It’s really fun to read all these stories as it gives us a different perspective on game development. It also shows that even some of our favorite games, while perfect to the eyes of the player, would not be playable if just one tiny variable was altered.