Regarding "modules" - several commenters have come up with examples of how modular design may help and what some of the less obvious gotchas may be.
There is absolutely nothing unique about ED or FDev here. Y'all are discussing software and asset design, and the Don't Repeat Yourself reuse principle.
It's not even unique to game development, it's just plain old software development and as someone pointed out upthread that's been happening since functional programming was invented in the 50s. (inb4: OO is a different way to express and implement reuse, but it's still reuse.) And the concept under those languages is lambda calculus so you're talking yourselves in circles about a "debate" that was put to bed in the 1930s (and leads directly to Turing!)
So whatever is unique to FDev, it's... not this topic. Furthermore if you think they got as far as Odyssey without doing all the basic reuse things in code and assets, you're wrong about that too; you can't point the finger there. You genuinely can't fix complexity by throwing people at it, so the fact this game exists shows they got some things right. The issues have to be at the overarching level.
As an example it struck me yesterday that there are data feeds available for real-world exoplanet data and automating ingestion of those would be a day's exercise in Python for a graduate. But I bet it's then six months' work in FDev's organisation to come up with a way to look after that and manage QA, and another n years' work to get that into a release.
FDev either a) don't think of these things or b) they're missing the mechanism between "the idea" and "the deployed feature."
(Hint: it's (b) )
There is absolutely nothing unique about ED or FDev here. Y'all are discussing software and asset design, and the Don't Repeat Yourself reuse principle.
It's not even unique to game development, it's just plain old software development and as someone pointed out upthread that's been happening since functional programming was invented in the 50s. (inb4: OO is a different way to express and implement reuse, but it's still reuse.) And the concept under those languages is lambda calculus so you're talking yourselves in circles about a "debate" that was put to bed in the 1930s (and leads directly to Turing!)
So whatever is unique to FDev, it's... not this topic. Furthermore if you think they got as far as Odyssey without doing all the basic reuse things in code and assets, you're wrong about that too; you can't point the finger there. You genuinely can't fix complexity by throwing people at it, so the fact this game exists shows they got some things right. The issues have to be at the overarching level.
As an example it struck me yesterday that there are data feeds available for real-world exoplanet data and automating ingestion of those would be a day's exercise in Python for a graduate. But I bet it's then six months' work in FDev's organisation to come up with a way to look after that and manage QA, and another n years' work to get that into a release.
FDev either a) don't think of these things or b) they're missing the mechanism between "the idea" and "the deployed feature."
(Hint: it's (b) )