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	<title>Comments on: Thoughts: Battlefield 4 (Single Player).</title>
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		<title>By: Anonymous</title>
		<link>https://scientificgamer.com/thoughts-battlefield-4-single-player/#comment-61499</link>
		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Sun, 14 Jun 2026 09:06:26 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=3770#comment-61499</guid>
		<description><![CDATA[e]]></description>
		<content:encoded><![CDATA[<p>e</p>
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		<title>By: Anonymous</title>
		<link>https://scientificgamer.com/thoughts-battlefield-4-single-player/#comment-61479</link>
		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Sun, 14 Jun 2026 05:37:59 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=3770#comment-61479</guid>
		<description><![CDATA[e]]></description>
		<content:encoded><![CDATA[<p>e</p>
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		<title>By: Anonymous</title>
		<link>https://scientificgamer.com/thoughts-battlefield-4-single-player/#comment-61452</link>
		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Tue, 12 May 2026 15:48:53 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=3770#comment-61452</guid>
		<description><![CDATA[best battlefield ever created]]></description>
		<content:encoded><![CDATA[<p>best battlefield ever created</p>
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	<item>
		<title>By: 2013 End Of Year Retrospective. &#187; The Scientific Gamer The Scientific Gamer</title>
		<link>https://scientificgamer.com/thoughts-battlefield-4-single-player/#comment-16613</link>
		<dc:creator><![CDATA[2013 End Of Year Retrospective. &#187; The Scientific Gamer The Scientific Gamer]]></dc:creator>
		<pubDate>Mon, 16 Dec 2013 11:03:48 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=3770#comment-16613</guid>
		<description><![CDATA[[&#8230;] a month post-release and   Battlefield 4   still isn’t working properly. The stress of releasing for five different platforms simultaneously [&#8230;]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] a month post-release and   Battlefield 4   still isn’t working properly. The stress of releasing for five different platforms simultaneously [&#8230;]</p>
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	<item>
		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/thoughts-battlefield-4-single-player/#comment-16549</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Tue, 19 Nov 2013 10:17:50 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=3770#comment-16549</guid>
		<description><![CDATA[I recently switched job roles into something where I had to start learning how to do simple programming. I have a natural aptitude for it, which helps, but I haven&#039;t been doing it very long which means I&#039;m still pretty bad at it. I can hack out code that does most of the things my job requires, and it&#039;s pretty illuminating to get one of my co-workers -- who isn&#039;t a fantastic programmer himself, but who has been doing it a hell of a lot longer -- to come over and show me how he&#039;d do something: it&#039;s always far smarter from a top-level design point of view and does the same thing in about a third of the space and a tenth of the memory usage. So your point about the programming side not being one that can be improved by throwing money at it is definitely true, I think.

At the same time it doesn&#039;t matter how good you are at programming: bugs *are* an inevitability, and the only fix for that is to give a game sufficient dedicated bugfixing and polishing time. This rarely happens in modern PC game development, and with the advent of console patching is becoming less and less common on the consoles too.]]></description>
		<content:encoded><![CDATA[<p>I recently switched job roles into something where I had to start learning how to do simple programming. I have a natural aptitude for it, which helps, but I haven&#8217;t been doing it very long which means I&#8217;m still pretty bad at it. I can hack out code that does most of the things my job requires, and it&#8217;s pretty illuminating to get one of my co-workers &#8212; who isn&#8217;t a fantastic programmer himself, but who has been doing it a hell of a lot longer &#8212; to come over and show me how he&#8217;d do something: it&#8217;s always far smarter from a top-level design point of view and does the same thing in about a third of the space and a tenth of the memory usage. So your point about the programming side not being one that can be improved by throwing money at it is definitely true, I think.</p>
<p>At the same time it doesn&#8217;t matter how good you are at programming: bugs *are* an inevitability, and the only fix for that is to give a game sufficient dedicated bugfixing and polishing time. This rarely happens in modern PC game development, and with the advent of console patching is becoming less and less common on the consoles too.</p>
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		<title>By: PlayNicely</title>
		<link>https://scientificgamer.com/thoughts-battlefield-4-single-player/#comment-16539</link>
		<dc:creator><![CDATA[PlayNicely]]></dc:creator>
		<pubDate>Sun, 17 Nov 2013 15:46:47 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=3770#comment-16539</guid>
		<description><![CDATA[The part about money making you dumber resonates with me.

Modern management tends to like it when the quality of your product is some simple function of the money you throw at it - the problem is in game development this only works for art assets and marketing, not for programming. Which is why AAA developers produce beautiful yet bug-ridden games.

Given a semi-competent art direction you can basically hire 50% more artists (composers, modelers, animators, etc.) and expect about 50% more output. This is not true for programming, where there actually is such a thing as too many people working on a given codebase.

As a mediocre programmer myself I&#039;ve seen it in action: A good programmer can easily be as productive as 5 mediocre ones, a brilliant programmer can replace 5 good ones. A careful and intelligent software design can literally save months of work. These ratios depend on the productive team members&#039; thinking styles being compatible and the organization&#039;s ability to grant them certain liberties. A well-composed team of good programmers can be much more than the sum of its parts and an extra programmer who doesn&#039;t fit in can actually reduce its productivity.

No amount of money you throw at a really productive team can increase its output beyond a certain point, which means that no amount of money can make them meet an earlier deadline without sacrificing quality. And since good and brilliant developers tend to have a strong inner motivation to create quality works, the requirement to sacrifice quality to meet some marketing-imposed deadline tends to drive them away from such environments.]]></description>
		<content:encoded><![CDATA[<p>The part about money making you dumber resonates with me.</p>
<p>Modern management tends to like it when the quality of your product is some simple function of the money you throw at it &#8211; the problem is in game development this only works for art assets and marketing, not for programming. Which is why AAA developers produce beautiful yet bug-ridden games.</p>
<p>Given a semi-competent art direction you can basically hire 50% more artists (composers, modelers, animators, etc.) and expect about 50% more output. This is not true for programming, where there actually is such a thing as too many people working on a given codebase.</p>
<p>As a mediocre programmer myself I&#8217;ve seen it in action: A good programmer can easily be as productive as 5 mediocre ones, a brilliant programmer can replace 5 good ones. A careful and intelligent software design can literally save months of work. These ratios depend on the productive team members&#8217; thinking styles being compatible and the organization&#8217;s ability to grant them certain liberties. A well-composed team of good programmers can be much more than the sum of its parts and an extra programmer who doesn&#8217;t fit in can actually reduce its productivity.</p>
<p>No amount of money you throw at a really productive team can increase its output beyond a certain point, which means that no amount of money can make them meet an earlier deadline without sacrificing quality. And since good and brilliant developers tend to have a strong inner motivation to create quality works, the requirement to sacrifice quality to meet some marketing-imposed deadline tends to drive them away from such environments.</p>
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		<title>By: Gap Gen</title>
		<link>https://scientificgamer.com/thoughts-battlefield-4-single-player/#comment-16532</link>
		<dc:creator><![CDATA[Gap Gen]]></dc:creator>
		<pubDate>Wed, 13 Nov 2013 13:48:20 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=3770#comment-16532</guid>
		<description><![CDATA[My guess is that since CoD was mainly borrowed wholesale from Spielberg WWII stuff, it also copy-pasted its pathos and respect for the subject matter. When it moved to modern stuff, it started copying Michael Bay, and also copy-pasted all of his subtext. Either that or the studio changed and lost the people responsible for caring about this stuff.

In any case, it seems like money actually makes you dumber; it exposes you to investors and upper management who don&#039;t give a crap, bloats your team into a soul-less design-by-committee monster, and squeezes out individualism and humanity. I remember Dan Harmon saying the same thing in a webcast of some talk he gave; can&#039;t remember which one.]]></description>
		<content:encoded><![CDATA[<p>My guess is that since CoD was mainly borrowed wholesale from Spielberg WWII stuff, it also copy-pasted its pathos and respect for the subject matter. When it moved to modern stuff, it started copying Michael Bay, and also copy-pasted all of his subtext. Either that or the studio changed and lost the people responsible for caring about this stuff.</p>
<p>In any case, it seems like money actually makes you dumber; it exposes you to investors and upper management who don&#8217;t give a crap, bloats your team into a soul-less design-by-committee monster, and squeezes out individualism and humanity. I remember Dan Harmon saying the same thing in a webcast of some talk he gave; can&#8217;t remember which one.</p>
]]></content:encoded>
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		<title>By: Aleksei Volchok</title>
		<link>https://scientificgamer.com/thoughts-battlefield-4-single-player/#comment-16530</link>
		<dc:creator><![CDATA[Aleksei Volchok]]></dc:creator>
		<pubDate>Tue, 12 Nov 2013 20:54:57 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=3770#comment-16530</guid>
		<description><![CDATA[I can never understand why can&#039;t people with budgets like that make something... not dumb. It isn&#039;t like you have to choose between 	
approachable for general public plot/gameplay/environment and clever elitist/postmodern/specialist thing. We have movies, tv shows and videogames that are both popular, easy to understand and clever, deep, detailed. They don&#039;t even try to hire some Russian to write Russian texts in Call of Duty where are so many levels in Russia. I understand they can&#039;t add difficult puzzles for player to solve, but they also make characters dumber than dumb, not once any of them does anything more intellectual than use boot on the door. Why, just why.]]></description>
		<content:encoded><![CDATA[<p>I can never understand why can&#8217;t people with budgets like that make something&#8230; not dumb. It isn&#8217;t like you have to choose between<br />
approachable for general public plot/gameplay/environment and clever elitist/postmodern/specialist thing. We have movies, tv shows and videogames that are both popular, easy to understand and clever, deep, detailed. They don&#8217;t even try to hire some Russian to write Russian texts in Call of Duty where are so many levels in Russia. I understand they can&#8217;t add difficult puzzles for player to solve, but they also make characters dumber than dumb, not once any of them does anything more intellectual than use boot on the door. Why, just why.</p>
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		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/thoughts-battlefield-4-single-player/#comment-16529</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Tue, 12 Nov 2013 20:32:14 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=3770#comment-16529</guid>
		<description><![CDATA[I used to think Modern Warfare (the first one) was actually quite a clever anti-war game, until I read an interview with the developers where they said they put the AC-130 level in because they thought shooting people with robotic precision from several thousand feet up where they couldn&#039;t even see you was fucking awesome. Mainstream game developers basically aren&#039;t capable of that sort of self-introspection or irony.]]></description>
		<content:encoded><![CDATA[<p>I used to think Modern Warfare (the first one) was actually quite a clever anti-war game, until I read an interview with the developers where they said they put the AC-130 level in because they thought shooting people with robotic precision from several thousand feet up where they couldn&#8217;t even see you was fucking awesome. Mainstream game developers basically aren&#8217;t capable of that sort of self-introspection or irony.</p>
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		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/thoughts-battlefield-4-single-player/#comment-16528</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Tue, 12 Nov 2013 20:29:15 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=3770#comment-16528</guid>
		<description><![CDATA[It&#039;s worth noting that the Steam Skyrim user numbers on release dwarfed every other game -- even TF2 after it went F2P -- until Dota 2 went into open beta.]]></description>
		<content:encoded><![CDATA[<p>It&#8217;s worth noting that the Steam Skyrim user numbers on release dwarfed every other game &#8212; even TF2 after it went F2P &#8212; until Dota 2 went into open beta.</p>
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