Emil Pagliarulo Profile picture
Dec 13, 2023 15 tweets 3 min read Read on X
Loooong🧵 (1/15) Funny how disconnected some players are from the realities of game development, and yet they speak with complete authority. I mean, I can guess what it takes to make a Hostess Twinkie, but I don't work in the factory, so what the hell do I really know? Not a lot.
(2/15) Part of me really gets it. When you're a consumer and spend money on things, that gives you the right to complain about those things. I spend a LOT of money on games every year, and sometimes it takes a lot for me not to scream into the internet's collective consciousness.
(3/15) I don't complain about games on social for two main reasons: 1.) I know how hard it is to make games, and have too much respect for my fellow devs. 2.) I work for a game studio, and it would be uncool and unprofessional for me to do so. But sometimes I want to. Oh boy.
(4/15) Most people don't have these constraints, and are free to post whatever they want. The internet is a glorious wild wild west, and I wouldn't have it any other way. And there was a time when I exercised that right very freely.
(5/15) When I was writing game reviews for the Adrenaline Vault forever ago, I was absolutely that person who would say whatever I wanted about a game, good or bad. Sometimes the good was over-enthusiastically too good. And sometimes the bad was me being a sarcastic asshat.
(6/15) But throughout that time, I actually had no inkling what game development was actually like. How hard the designers, programmers, artists, producers, and everyone else worked. The struggle to bring a vision to life with constantly shifting resources. The stress.
(7/15) This isn't me complaining about my job. I've experienced all these things, and will again. It's the nature of AAA game development. But I also have a great position, and am still gainfully employed after 21+ years. A blessing considering the thousands of layoffs this year.
(8/15) I'm not trying to change anyone's mind, because the internet. But given my position, I can't not share the truth. And that truth is, nobody sets out to make a bad game. And most game devs are incredibly talented... even if the game they release isn't up to par.
(9/15) See, I never knew this before, but if nothing else, video game development is a series of concessions and tough decisions. There's that perfect game you WANT to make... and then there's the game you CAN make. Sometimes, if the gods smile on you, those two are very close.
(10/15) But in order to get there, in order to get it as close as possible to the vision, the team has to push itself harder and harder... often while dealing with devs being shuffled around (or leaving), looming deadlines, and creative decisions you wish you didn't have to make.
(11/15) And "team" is absolutely the operative word there. Lots and lots of folks doing lots of lots of work. Writing, level building, making character models, coding game systems, trying to schedule it all so it can get done and folks don't burn out, and on and on.
(12/15) So sure, you can dislike parts of a game. You can hate on a game entirely. But don't fool yourself into thinking you know why it is the way it is (unless it's somehow documented and verified), or how it got to be that way (good or bad).
(13/15) Chances are, unless you've made a game yourself, you don't know who made certain decisions; who did specific work; how many people were actually available to do that work; any time challenges faced; or how often you had to overcome technology itself (this one is HUGE).
(14/15) So yes! Love games, buy them, play them, and complain to your heart's content! It's sort of the nature of the developer/player transactional relationship.
(15/15) But... just know that the game you're playing is in some ways a freaking miracle in and of itself. Normal people have come together to work FOR YEARS for one goal - to bring you fun and happiness. So it helps to remember that... and them! 🤓♥️

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More from @Dezinuh

Dec 5, 2022
🧵 (1/8) Time to talk about other (more) deserving folks. It's been impossible for me to work on Starfield for so long without constantly thinking about the devs and games that have served as so much personal inspiration, for so many reasons. Long, and long overdue post incoming.
(2/8) First up, ex-BGS dev and all around awesome dude Brendan Anthony. The work he's done (BY HIMSELF) on Rodina (@EllipticGames) is just so fun, impressive and inspiring. It's the kind of stuff that makes you want to geek out and say, "I know that guy!" ImageImage
(3/8) Next, Origin Systems' 1988 gem 2400 AD. My God, I lost an entire summer to this game. One of the first real sci-fi computer RPGs I ever played. It informed a lot of who I am as a designer. ImageImage
Read 8 tweets
Oct 18, 2022
🧵 (1/4) I'm still pretty numb over the news of Ferret Baudoin's passing. I worked closely with Ferret on so many different things at BGS over the years, from his zany robot Ironsides in Fallout 4 to stuff I can't even talk about yet in Starfield. facebook.com/groups/longliv…
(2/4) He was unstoppably creative, always inspired, and he worked hard because to Ferret, it wasn't work. He LOVED making games. Almost every design conversation we had ended with us looking at a piece of content and agreeing on how to make it better, make it more fun.
(3/4) It's so rare to meet someone who has been doing the same thing for so long, and doesn't possess an ounce of cynicism. That was Ferret. I will forever miss his passion for games and his boundless, joyous collaborative energy.
Read 4 tweets
Aug 20, 2022
🧵My God, @Battlefield 2042 squad commanders who don't assign objectives, you're killin' me. So many free points just left on the table.
Also... This game is seriously underated. Sure, rough launch. We've all been there. 😬 But it's getting more content, they've made some big improvements, and it can only get better. 2042 just FEELS different. It's like the tech is affecting the gameplay now in ways it never did.
And for a game like this, that translates into some incredible firefights. Better than the ones I think I've ever experienced in a Battlefield game. And there are so many different KINDS of firefights, based on the design and map layouts.
Read 6 tweets
Jul 1, 2022
🧵Know what sucks? Game rivalries. Between gamers, devs, consoles, whatever. It's always felt so... petty to me.
I spend a lot of money on games, and a lot of time making games. And I don't think I've ever felt anything but wonder, fun, and appreciation for the games I've played.
I don't care if it's a
$5 indie game I bought on Steam, a $60 game I bought on the PS marketplace, or a Game Pass game I downloaded on my Xbox. I also don't care if it has a Metacritic of 13 or 95. Some of my favorite games have been a solid 7 out of 10.
Read 5 tweets
Apr 8, 2022
For those who read my Tourette's thread yesterday - thank you! I did want to share one other thing about it, this time, a much lighter take. (Small 🧵)
For years, I have referred to my occasional and slight tic as my "bro nod"... and Tourette's as the world's most sociable neurological disorder. Here's why...
At least once a week when I'm out and about, a perfect stranger, usually a dude, will give me a little, "Hey man" bro nod. Just a little nod to say hi. And I have to fight the urge to respond, or nod back. Why? They're responding to ME.
Read 5 tweets
Apr 7, 2022
Most people don't know I have Tourette Syndrome (Tourette's), because I don't really talk about it, but I've done enough promo videos and speaking gigs where folks have noticed my head tics. (Shout out to @TouretteAssn!) Long🧵incoming!
Generally speaking, my symptoms have gotten much better as I've gotten older. A far cry from my baffled aunt demanding that 8 year-old me "stop making those stupid R2-D2 noises." (true story)
When I was a high school freshman, the seniors quickly gave me the nickname "Shakerhead." (It was Boston in the 80s - everyone had a little Bill Burr inside them, myself included.)
Read 17 tweets

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