> I'm an online dev for multiplayer games, and I disagree with your take
> I'm an online dev for multiplayer games, and I disagree with your take. In my experience the sheer number of bugs we've seen from "I tested it in the local only build mode so it's fine" and the impact that has on the project makes it worth _not_ supporting an offline mode. I'm not an exec, but practicing good habits during development (there's a phase where it's not worth it sure, but by the time you're on a live project...) makes actually building a game easier. Both should be available cause yes, you need to test like you said. But if I'm setting up skinning on a character or cloth simulation on a cape, I want my turn around time as fast as possible from DCC to engine. Maybe I just want to validate my PBR materials with a specific level's lighting rig and baked GI/reflection probes. Those specific examples are client side only, so I absolutely want that to work on an offline build. The longer a roundtrip to the engine takes for content (including the time it takes to start the game up), the harder it is to iterate and thus quality also falls. …
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