The average 90s dev team:
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Wow we had even teams with woman/women in that age.
Nearly everyone has glasses however. Shortsightedness was plaguing these teams.
The average 20s dev team:
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They are mostly young people... And can be hint of the problem.
While in 90s computer art, namely computer games, were relatively young field. (Which was viewed as heavy commercialism by people from outside, but some developers were trying to do art, they were trying to replicate PnP sessions on PC, they were creating rather complex simulations.) Nowadays we have mature big multibillion industry, with weird entry barriers for new/old skilled lets call them victims. In old ages entry requirements were (aside of a free position, and ability to pass tests to show correct skills), being able to write computer program, solve complex mathematic equations, and be able to cooperate with the team.
Workhours in old days were shit, pay in the old days was shit, future of company was "if we will not be unlucky with sales, and if we have enough reserves to survive one or two bad projects". Sales in old days were based also on random factor, so commercial development was not only about quality. And in fact some companies got income from other projects. Creating game was about prestige, not only about income.
This actually makes me thinking. When salaries were shit, a lot of selfish greedy shit was using theirs PhD to get into normal SW companies and didn't bother game developer companies that often. Nowadays salaries are comparable to normal software industry, which allows people with University titles to get job/salary/and ooze during development without doing something decent.
Young people who were growing with cell phones who doesn't know how a decent PC game looks like, they are happily socializing with other young people in perspective SW company, and they have rather decent salaries. Yea obviously their work productivity isn't spectacular, and what they make looks like a parody of decently made game produced in year 2000.