because it doesn't have "zero impact"
when you're building apps, industrial systems, backends, that sort of thing, you know what you're building. somewhere there exists a document that, if the links are followed, details every single thing that needs to happen
games don't. you discover them as you go in a drill down because the nebulous goal of "fun" is not something built to spec
that means pivoting, careful management of what gets committed to, what changes, how it changes, etc. how you build something is 100x more important because of your confidence level of whether it's an experiment, whether it will change, whether it's a product necessity whether the feature will get dropped, HOW it will need to change and how quickly
understanding what the designers are likely to do affects the way in which you code so you can tweak, adjust, pivot, as well as knowing which specific juniors may have to maintain and what and how you need to commit to readability for "if this breaks at 3am"
developing in non-games has a sense finality to code that games will never have and that's okay, but it does mean that what makes 'good' code is very different. if i know my designers and i know the kind of shit they come up with i know precisely where to put levers, how to encapsulate the code, preempt what can be asked for and how they'll ask for it and be able to ship their changes in minutes rather than having to rebuild anything
this is vital for achieving for performance and organizational development velocity at the same time
I get why indie devs / players are full of rage at AI slop art, but why at AI coding or other behind the scenes stuff that has zero impact on the artistic expression of the game?
Is there something I’m missing?