• I believe that, to an extent, this has actually caused some of these problems we’re seeing. When tools become easier to use, more is expected from the devs, particularly in the AAA space.

      A tool is made that, in theory, helps you do 12 months worth of work in 6, so they make the game twice as big. However, in reality you still have to deal with various unforseen problems, especially those caused by overconfidence in those tools. The real-world time is actually 9 months, but they’re still expected to make that huge game in 12.

      Crunch ensues, which burns people out, which means less quality work and damage to health.

      I think it’s generally up to responsible indie devs to use such tools well and control the scope of their projects. Just because you can, doesn’t mean you should.