This is simply not feasible - menus include pause menus, talent trees, inventories, all that kind of stuff. All of that is necessary for proper gameplay testing. You can’t just “bang that out in a few days”.
I’m sorry, but this idea that any of this is easy enough to do in a few days and not crucial enough to iterate on throughout development instead of just doing it at the end, is exactly the kind of naive attitude that the Helldivers and Palworld devs are talking about.
Tbf memory leaks can be very hard to diagnose and can also be hard to avoid in any software written in a language like C++, which is probably what Diablo 4 is written in.
I think you are vastly underestimating how complicated menu systems and UI in games are. I have a friend who works as a professional game developer in a small studio and far as I heard, he’s spent most of his time just working on their UI/menus.
It’s not that hard to understand. The whole gaming industry is filled with people who are super passionate about games, like passionate to a fault. This makes it very, very difficult to unionize as there’s almost always some other game dev out there who would take the job for less pay and more hours.
I actually know a friend like that. He was job jumping a lot, looking for game dev roles almost exclusively. He finally landed such a role. Far as I heard, he’s working overtime a lot (voluntarily) and he earns less than half of what I earn as a “regular” software developer.
All the time i spent playing Dota, Starcraft, battlefield and smash melee says nope.
Sure, if your metric is hours of gameplay per dollar spent. But that’s no way to rate a video game if you ask me.
For instance I would rate The Talos Principle or Disco Elysium as much better games than, say, World of Warcraft, despite the fact that I played wow much more than the former two. But the story of those two games are just far more interesting and the games have left a much more impactful, lasting impression on me even though I don’t play them any more.
Definitely, not disagreeing with that. I’ve played plenty of those games too. I just find that “enjoyment per hour” is actually better with shorter, finite games. But I also find myself spending a lot of time playing Civ or Stellaris haha
Well… Without spoiling anything I would say, you are a member of an alien species on another planet. You are also an aspiring astronaut about to take your first journey into space. Let’s just say your journey is quite remarkable.
May I recommend taking it a step further and going for games that have no cycle in them at all? That is, finite games that you can play and actually finish, for good. That’s what I’ve been looking for a lot lately.
Some recommendations:
The Talos Principle (puzzles with a story)
Outer Wilds (best to go in blind, read absolutely nothing about it, not even the steam description)
CrossCode (fast paced fun combat and a cool story and characters. Somewhat grindy but still finite)
Beacon Pines (short and sweet visual novel)
Chants of Sennaar (language translation game, surprisingly fun and satisfying)