Wait until you learn about debhelper
.
If you use a debian-based system, unless you have actively looked at the DH source, the one thing that built virtually every package on your system, you do not get to say anything about “bloat” or “KISS”.
DH is a monstrous pile of perl scripts, only partially documented, with a core design that revolves around a spaghetti of complex defaults, unique syntax, and enough surprising side effects and crazy heuristics to spook even the most grizzled greybeards. The number of times I’ve had to look at the DH perl source to understand a (badly/un)documented behavior while packaging something is not insignificant.
But when we replaced a bazillion bash scripts with a (admittedly opinionated but also stable and well documented) daemon suddenly the greybeards acted like Debian was going to collapse under the weight of its own complexity.
There’s probably a whole thesis or five to be written on the subject.
The “traditional” AAA pipeline is “make big games with loooots of assets and mechanics, maximize playtime, must be an Open World and/or GaaS”. Both due to institutional pressures (lowest common denominator, investor expectations for everyone to copy the R* formula, GaaS are money printing machines) and technical reasons (open worlds are easy to do sloppily, you can just deliver the game half finished and have it work (e.g. Cyberpunk), GaaS/open worlds are a somewhat natural consequence of extremely massive development teams that simply could not work together on a more narrowly focused genre).
That’s not to say there aren’t good expensive games being payrolled by massive studios like Sony or Microsoft. But AAA is a specific subset of those, and blandness comes with the territory. However if I was a betting man I’d say we’re nearing the end of this cycle with the high profile market failures of the last few years and the AAA industry will have to reinvent itself at least somewhat. Investors won’t want to be left holding the bag for the next Concord.