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There's an artistic thread in game coding - one that isn't the norm, but which I think RCT is exemplary of - that holds that mechanical sympathy is important to the game design process. A limit set around NPOT maximums and divisions and lengths of pathfinding is allowing the machine to opine, "you will actually do less work if you set the boundary here". Setting those limits tends to inform the shape of resulting assets as something tiny and easy to hardcode.

The thing that changed during the 90's is that mechanical sympathy became optional to achieving a large production. The data input defining the game world was decoupled into assets authored in disconnected ways and "crunched down" to optimized forms - scans, video, digital painting, 3D models. RCT exhibits some of this, too, in that it's using PCM audio samples and prerendered sprites. If the game weren't also a massive agent simulator it would be unremarkable in its era. But even at this time more complex scripting and treating gameplay code as another form of asset was becoming normalized in more genres.

From the POV of getting a desired effect and shipping product, it's irrelevant to engage with mechanical sympathy, but it turns out that it's a thing that players gradually unravel, appreciate and optimize their own play towards if they stick with it and play to competitive extremes, speedrun, mod, etc.

The 64kb FPS QUOD released earlier this year is a good example of what can happen by staying committed to this philosophy even today: the result isn't particularly ambitious as a game design, but it isn't purely a tech demo, nor does it feel entirely arbitrary, nor did it take an outrageous amount of time to make(about one year, according to the dev).

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> it is mainly a question if the game is fun to play.

10000x this. Miyamoto starts with a rudimentary prototype and asks himself this. Sadly it seems for many fun is an afterthought they try to patch in somehow.

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When Halo 2 (anniversary edition? ) was released there was also a video on in the game about the development. The point that always stuck with me was "you must nail that 2 seconds that will keep people playing forever". The core mechanic of that game is just excellent.
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This way of thinking has caused at least a few prominent recurring bugs I can think of.

Texture resolution mismatches causing blurriness/aliasing, floating point errors and bad level design causing collision detection problems (getting stuck in the walls), frame rate and other update rates not being synced causing stutter and lag (and more collision detection problems), bad illumination parameters ruining the look they were going for, numeric overflow breaking everything, bad approximations of constants also breaking everything somewhere eventually, messy model mesh geometry causing glitches in texturing, lighting, animation, collision, etc.

There's probably a lot more I'm not thinking of. They have nothing to do "with the hardware", but the underlying math and logic.

They're also not bugs to "let the programmer figure out". Good programmers and designers work together to solve them. I could just as easily hate on the many criminally ugly, awkward, and plain unfun games made by programmers working alone, but I'll let someone else do that. :)

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> getting stuck in the walls

I remember the early Simpsons video game. Sometimes, due to some bug in it (probably a sign error), you could go through the walls and see the rendered scenery from the other side. It was like you went backstage in a play. It would have made a great Twilight Zone episode!

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That immediately made me think of the Treehouse of Horror episode where Homer got stuck in the third dimension.
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Maybe that episode was inspired by the game bug!
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Those bugs I experienced in all sorts of games and via cheats, fly mode, I intentionally went backstage to explore.
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Game designer != game engine designer

(But it definitely helps if the game designer knows of the technical limits)

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Sorry, I'm not super familiar with professional game dev, but I am familiar with professional web dev. The problems seem similar, as evidenced by the constant complaining here on HN about the state of the web.

Who formats or cleans up the assets and at least oversees that things are done according to a consistent spec, process, and guidelines? Is that not a game designer or someone under their leadership?

I think in all the cases I gave, what might be completely delegated to "engine design" really should be teamwork with game design and art direction too. This is what the top-level comment was talking about. Even when a game is "well made", they just adopted someone else's standards and that sucks all the soul out of it. This is a common problem in all creative work.

(adding this due to reply depth): Coordination is a big aspect of design and can often be the most impactful to the result.

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It depends how big the studio is, but a job of a game designer is usually not cleaning up assets. It is to well, design the game. The big picture.
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