The reason modern games suck

Why Modern Games Suck

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Nostalgia, Anyone?

Picture this: it is 2008, you’ve just come home from Gamestop, or an equivalent game store, and are eager to install and play your new purchase. After the esoteric ritual of installation, involving multiple discs (after all – this was before the mainstreaming of Steam, and online game installation) you fire up your sweet new game, and after some graphics and system settings updates, you begin playing. Now, if you were blessed like I was to have a decent, if not top-of-the-line PC, your game probably ran pretty great! No hitches, few (or no) graphical bugs/tears/”artefacts”, no feeling of “lag” even in a single player game. Fast-forward ten years, and even with top-line hardware, almost every new game you play runs the way a worm would, if it could think to do so. You mutter to yourself about a hardware upgrade the next time you get a tax refund (if you get one,) or take a half second to come up with a plan to save money for your upgrade. Within minutes, this plan is forgotten, as you do your best to immerse yourself in the game, trying to ignore the graphics bugs and hitching (after all, it’s a beautiful game, you’ve seen the trailers – just not on your machine). It’s a fact, modern games suck.

Optimization, or “How not to Code For Dummies”

But why is it that games today run so poorly compared to the masterpieces of your childhood? Surely with our new hardware, and advances in software they should be running even better than before if that were possible! Alas, that is certainly not the case, at least not for the majority of new games today. Often this is down to poor code optimization, and bad “best” practices such as writing “clean” code e.g. “Do not Repeat Yourself (or DRY),” “functions should do one thing,” “functions should be small,” etc. The intent of “clean” code is to make it more human-readable, and thus improve “accessibility” from developers that are not skilled enough to read more complex functionality within a given application. But in reality, under most conditions, these practices actually severely reduce code performance (you can learn more about this here.) But why are these practices so widespread, if they reduce performance and only cater to the lowest common denominator in the development world? The reasons are varied, such as H1B visa hiring in the world of software (read: pajeets,) and Jewish business practices.

Nonwhites, the Bane of a Functioning Society

Today, a great deal of the tech industry is staffed by foreigners, at least in the USA. While I have no figures for 2008, I found this article detailing Bill Gates efforts to make it easier to hire tech workers on visas. Clearly, the industry was markedly whiter in the Golden Age of Gaming and produced a great many wonders of creativity, as compared to the gamerslop of today. This Golden Age was marked by unique, creative games such as Half-Life 2, Kingdom Hearts, Halo, and the author’s personal favorite of Fallout: New Vegas. The rich depth of these games worldbuilding, the love poured into them, the creativity present in their artwork, were all possible – because of an industry that was overwhelmingly dominated by white men. Would a poojeet ever follow in the footsteps of such giants as Gabe Newell, delaying the launch of the game they were working on regardless of the potential removal of funding in order to perfect it? Such Wonders of the Gaming World haven’t been made since (except by obscure, underground, and underfunded studios, see: Dwarf Fortress, or Rimworld.) But why does this matter? Well, I really do wonder why that could be. In general, foreign hires (especially Indians) perform poorly in the tech industry, to such an extent that a simple search “why are indian programmers so bad” nets you several stackoverflow results, and a great many posts from hackernews addressing this exact problem. But why hire foreign born workers, if they’re so bad at their jobs? The answer is simple: they get paid less, companies know you’ll buy their product anyways, and thus the Jew at the top saves money.

Who Decided the Break Room Should Smell Like Curry?

But it wasn’t always this way, as we saw previously and remember well how vidya performed back in ye olde golden days. Obviously, hiring browns for intellectual work is a bad idea, but somebody is benefitting from it. This leads us to the second major problem with software optimization of today: Jewish business practices. As any fan of the Star Wars: Knights of the Old Republic series will tell you, crunch time is a bitch, and causes problems. The one-hit wonder of KotOR 2, a great game with a huge amount of replayability, unfortunately suffered quite a bit from this problem somewhat infamously. At game release, it was one of the most memorable examples of what has now become a meme, especially with regards to Bethesda. This company in particular has essentially pioneered the model of “full release early access,” or buying what is supposed be a finished product and essentially receiving a beta-test-worthy, or even alpha-test-worthy product. In the following days, weeks, and months after “full release” the developer team will typically (not always!) push out “hotfixes,” “critical updates,” and “dev blogs” which address the host of issues plagueing the game. But what is crunch time? And why does it impact game optimization so badly? In essence, crunch time is when Jews tell their developers “We’re marketing the game to release in 3 months, you have 2 months to get it in working order, and 1 month to test it and pray there aren’t many game-breaking bugs.” Of course, there quite often are game breaking bugs, necessitating massive amounts of overtime, contributing to a horrendous burnout rate which pushes talented devs out of the gaming industry and into other portions of the tech industry as a whole. With the advent of crunch time, employers get to pay their devs less, make money quicker from releases due to shorter development cycles, and enable them to move onto the next game quicker. What makes this practice even more insidious, is that crunch time forced onto devs is often negatively received in the court of public perception; and yet it continues! In 2019, a study done by Take This revealed that 53% of game developers say that crunch time is an expected condition of their employment. And yet, when Dan Houser (co-founder of Rockstar Games) revealed that his employees worked 100 hour work weeks to finish Red Dead Redemption 2, the response from the gamer community was that of harsh criticism: very few people are willing to benefit from what is tantamount to slave labor. On the flip-side, in this age of instant gratification and shortened development cycles, members of the public can react to delayed development cycles with death threats as in the case of Cyberpunk 2077; which still released as a buggy, half-finished product despite delays. In the view of Jewish management, crunch time is a “necessary evil,” with some claiming they’ve even been told this in interviews. Ultimately, however, crunch can be attributed to *bad management.* Bad management teams, incapable of realistically projecting goals over development cycles, hiring enough developers, or skilled enough developers, and unable to effectively manage the resources at their disposal are what enable crunch time to exist in the first place. But for such incompetence and poor management to become industry standard, it requires the insidious, destructive influence of Jews pushing this incompetence because it makes them more money, and quicker.

Lex Puppium et Iudaeorum

There is a “law” that discusses the rate at which software slowdowns outpace hardware advancement called Wirth’s Law which has been quoted anonymously in another “law” called Gates’s Law, “The speed of software halves every 18 months” being an observation that the speed of commercial software generally slows by 50% every 18 months. It can quite clearly be seen that this is primarily due to the combined results of poor optimization, “clean” code practices, poor management, and Jews enforcing shitty business practices.

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I used to play Half Life 2 🙂
Anybody remember Goldeneye for the N64? I used to be pretty good at it

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