Welcome to Gaming! Come chat with us in the GoatChat network (desktop users click here). We also have an Official Steam Group.
All sub rules are defined in detail here and open for feedback
-
Submissions must be related to gaming.
-
Titles must be clear and reflect content of the submission. Include game titles where necessary.
-
No Clickbait (defined).
-
No links to illegal torrents or other illegal downloads/content.
-
No link posts to merchandise and/or unrelated products (exceptions).
-
Mark all spoilers with: [](#s "Text goes here")
-
Mark all NSFW posts appropriately.
-
Submissions reposted within 6 months will be removed.
Content creators, please read our community Content Creator Guidelines
What you're encouraged to post:
Games! We should talk about games more than anything! New releases, old favorites, Speed Runs, Let's Play's, development news, what we love, what we hate and so on and so forth.
Try to post things that create discussion. We want people to feel engaged and feel their voices are heard, rather than to be a place of disposable content.
If you're not sure, ask!
If you wish to, you can archive your posts here.
Check out v/gaming's megathread of gaming-related subverses
view the rest of the comments →
[–] Reubarbarian 0 points 6 points 6 points (+6|-0) ago (edited ago)
As a Game Designer at a major international corporation, I can tell you that it has much more to do with budgets, schedules, and managers' decisions than anything to do with the (correct) desires of the developers to optimize.
All but the tiniest studios are on ridiculous schedules and suffer budgetary constraints/ mismanagement.
This isn't intended to excuse this behaviour (as it is horrible and it kills me inside every day), but it is an unfortunate consequence of needing large amounts of cash in order to create your favourite titles. I complain to my managers about this on a regular basis! ;)