AntinOz, on 25 November 2014 - 04:33 AM, said:
To be fair though, the games themselves have become a whole lot more complex and the variety of systems that you need to support have also become more varied and complex. When I was coding in the '80s I could maintain the entire memory map of the system in my head and I only had to support Monochrome and CGA.
Also, the skills required have gone from those of one or two developers working on a title to a large team, even in the hundreds, and it is more like a movie production than a software development exercise.
Agreed, and quality issues tend to be more frequent at the changeover to a new generation when the scale of the production tends to jump forward a bit, and QA/management scramble to adjust. One of my favourite studios, Paradox, has substantially improved its QA as its games have become more complex, after a decade or so of releasing very buggy games, just because everything came together that allowed them to release games after enough QA.
That said, I do think the internet has removed some of the pressure for QA on management - I remember buggy game launches from 15 years ago with software that was far simpler than that today, just because even though it was only a team you could count on one hand, they clearly didn't build effective QA into their development processes, and they were happy patching post-release, while there are games that released in the last year with teams of over a hundred that were fine at launch.