BreakfastMan said:
Eve Charm said:
Scrumpmonkey said:
Sticky said:
But the team was already adding development features :/ They already did what you said they never do.
http://nintendoeverything.com/bill-trinen-talks-more-about-tomodachi-lifes-localization-changes/
They are changing mini games to entirely new ones. They are developing the game for a western audience. Your post makes so sense when this is the case.
Changing a bunch of mii's singing to a bunch of mii's doing a rap battle is changing a bunch of text boxes.
Also changing two people dressed up in sumo outfits running into each other and pushing to two people in football outfits running into each other and pushing is just changing avatar outfits. ((also we know what sumo is out in the west nintendo ;p))
They aren't changing the hard code or core mechanics of the game, which what would be needed.
This doesn't make any sense. Like, at all. Unless the programmers behind tomodatchi life are idiots, allowing gay marriage shouldn't require more code changes than a couple of lines here and there. Which is about as much as those other changes would require. I mean, it should just require a change to some if statements. That really should be it.
Thank you non-programmer for sharing your knowledge on this programming related matter.
No, it's not as simple as 'changing a couple of text boxes'. The game was randomly assigning genders to the characters, it just so happened that sometimes you could make two males marry due to the nature of the random gender assignment.
To make this game recognize gay marriage, you would have had to change the data structure which the game interprets in order to correctly have it identify any gender as marriageable. THEN you would have to literally re-write in the game's logic what it means to get married. To the game, who only deals in absolutes, marriage is only for two clumps of data structures that have opposite gender tags. The game is merely instructions that has no common sense to interpret it any other way.
Source: The IGN article which talks about this in-depth. http://www.ign.com/articles/2014/05/05/nintendo-on-gay-marriage-and-tomodachi-life
This isn't to mention the other problem: because the game was randomly assigning gender tags, this was resulting in crashes and hardware instability. Because a male having a female tag is unexpected behavior to the system and it doesn't know how to recover from this.
So no, it's not just "changing a couple of text boxes". We're talking an entire round of development just to change this one feature. Localization teams, once again, don't add features to games or to the original design document.
The ONLY EXCEPTION that has been brought to my attention recently is what XSEED is doing to one of their games, the difference is that XSEED is basically a development studio on it's own that has purchased the rights to the code they are working on. Localization companies barely every see the system code of anything they create, only the code for the front-end of the game they are working on (such as the menus, etc).
BreakfastMan said:
Yes, I have. I have written quite a few programs in my day. If the programmers behind it weren't terrible, changing something like this should create few to no problems. Yes, changing a few lines can create unintended consequences... But that is why good programmers use techniques like MVC and OO, among others. To separate out functionality and logic so as to avoid most of that shit. If changing something so trivial completely breaks the game, there is likely something very wrong with the code.
And no, you can't say "BUT IN MY DAY CHANGING SOMETHING LIKE THIS SHOULD CAUSE NO PROBLEMS AT ALL!" And still retain any credibility that you're a credible programmer. And then pretend that you know what MVC and OO has to do with this discussion. Or are you seriously trying to say that this game, likely written in C++, doesn't use OBJECTS?
Like, the professional game company, that writes dozens of games and millions of lines of code, doesn't know about the glories of object-oriented programming in the age of visual debuggers and the internet? That is really all I'm reading from your post: You somehow think that using 'OO' would have fixed a problem that is likely being caused by objects not being interpreted correctly in the first place. Then you turn around and say "I'm a credible programmer, honest!".
Also "Something so trivial shouldn't break the code if you do it right" is only something someone would say if they haven't ever had to pull their hair out trying to understand why a program refuses to compile.
BreakfastMan said:
I don't know how trivial it is in real life. But I do know good programming practice, like "make basic business logic/rules easy to change without breaking everything" and "separate out functionality, so changes in one place shouldn't break everything" (one of the most important benefits of MVC architecture and OO programming). I also have enough intuition to know that there is invariably an if statement somewhere that checks the genders of characters to determine eligibility for marriage (the game disallows marrying any character you want, so this is obviously something that happens at one point).
Your "intuition" needs a few touch-ups from Dr Bullshit if you plan on seriously trying to convince us you know what you are talking about at this point. You're basically saying that programmers from Nintendo, who would consider themselves highly professional people that have landed one of the best programming jobs anyone could ask for, are slobs that don't know about objects or commenting their code. Either of these practices being something that is required to not be thrown out of any business that considers themselves professional.
While, that in mind, you continue to insist that their code must be 'poor' because this change, which involves re-writing the way marriage logic works in the game, should be "Easy" by your standards and therefore the LOCALIZATION company; of which the localization company has no responsibility or authority to modify the code base without the original developers consent, should be implementing it.
To me, the insistence that this is the job of the localization company is baffling and I can't see why anyone continues to insist that they have any responsibility in this at all to 'fix' it.