I agree, with an amendment - this full range you're talking about really only applies to making a game from scratch (engine and all). There are varying degrees of involvement here, and many of them are between coding an engine, and using DarkBASIC or Blitz (to disregard the now infamous RPG Maker), and many of which blur the lines between programming and scripting, or involve both.GyroVorbis wrote:Some people might think I'm a dick for saying this... but those people probably don't know what they're talking about...
Game programming is one of the most broad, complex fields of programming/computer science. It can encompass everything from hardware and architecture, physics, and algorithms to calculus, linear algebra, and advanced geometry. I firmly believe that just "wanting to make games" is not good enough to become a good game developer.
It might get you started, but unless you have a real interest in the fields of computer science or computer/software engineering, you won't make it far. There is just too much to learn and too much to know for an attitude of "I just want to make a game." You need an attitude of "I want to know how this works, and I want to understand this."
At least 70% of ES is me enjoying the engineering aspect of game development rather than just wanting to make a game.
I'm sure you were talking specifically about "real" game programmers, who generally do have to be involved in all of this, but it's important to note that there are entire companies devoted to making games in things like Flash, where you don't have to worry about hardware and architecture, and often not even physics. In other words, you can make a living programming games without having to worry about some of these things, so I wouldn't quite brush it off as being inadequate to not have that range of knowledge/experience.
Again, I know you weren't saying it like that, just throwing it out there.