this post was submitted on 27 Nov 2024
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[–] AnarchistArtificer@slrpnk.net 9 points 3 weeks ago

I used to know someone who worked on Assassin's Creed 3 (and probably other games, but idk). They told me about how surreal and disheartening it was to work somewhere so bafflingly huge. The part of the game they worked on was small and insignificant, but they were the kind of person to take pride in small things done well, and as such, they were pleased with what they had made. It was insignificant in the grand scheme of things, but this was something that they had made, and they didn't mind being a small cog.

That is, until the game released and they got to see the rest of the game. They were immensely disappointed to see that clearly many components of the game didn't have nearly the same amount of care put into them, and furthermore, coordination between different teams/systems was poorly executed. The game wasn't bad (imo), but it was fairly meh, and it certainly felt undeserving of the effort my friend put into it.

They ended up checking out somewhat from their work after that, because they became disillusioned with the idea of being a small cog in a big machine — part of what allowed them to do such good work was that they immersed themselves in what they and their immediate team were working on, but that approach only works if you can trust that the rest of the project is well managed and resourced.

I fell out of contact with that friend, but I often think about them, and how effectively they captured the dismay they felt to realise that in a big machine like Ubisoft, it's probably naive to care about your work. One of their colleagues had the thing they made not even feature in the game — it was cut, fairly last minute (and they didn't even find out until release). This story was striking because it highlights how, even in soulless AAA games, churned out by corporate behemoths, there are people who do genuinely care about their work (until the company grinds that care into dust as they wring their workers dry). It's quite tragic, actually.