Yeah, i'm blown away how for example things like TW3 or RDR2 come together.
I'm also impressed by huge multiplayer games like Battlefield.
I'm asking myself what is harder to make a good movie or a good videogame... anyone a clue?
Videogames, easily, for one very simple reason:
You can reasonably expect the user of a movie to watch it in a manner you can predict; it's merely a scripted sequence of events. There's no expectation on the user's part for the movie to still 'work' if they don't do so. You control exactly what is onscreen at any given second.
For business software, the user's a bit less predictable, but they are still broadly working
with you; they have a goal they want to achieve and you've fashioned the tool they're using to do so; it may happen in an unexpected way, but your goals and their goals are broadly aligned.
Games, though? The user is a
massive wildcard. We have to code and design around the notion that they may be actively antagonistic to what we're trying to do, and we need to make sure things are still robust enough to cope no matter what this rogue random element might throw at it.
Users, in the nicest possible sense, were the
bane of my time in the games industry. Looking back to an old post I made, I note this comment about how I was seeing developing for businesses as different from developing games:
I'd add in a 1a: Game *players* are unpredictable rogue elements which can behave in unexpected manners at any given moment, and you need to successfully cover all contingencies.
I'm constantly amazed at how much more painless it is to debug business software (where we can generally trust the user to not be actively antagonistic!) than it is to debug games software (where the user can and quite probably *will* attempt anything they can)