Games

May 5, 2023 11:32 AM

I can't hear what modern AAA game devs say over the sound of the indie games I play for 1/6th of the price on a laptop that doesn't require its own nuclear-plant-grade cooling system.

3 years ago | Likes 2 Dislikes 0

It was always more of the bottom than the top.

3 years ago | Likes 3 Dislikes 0

I'm just going to point out that John Carmack was the dev and the manager in charge of Doom. Lord GabeN is an avid gamer. The problem now is all the management is handled by suits trying to squeeze every last dollar out of a game. Moral of the story: Stop preordering shit and don't buy games that are broken. Once they stop making money, they'll change their ways.

3 years ago | Likes 6 Dislikes 0

3 years ago | Likes 21 Dislikes 0

*cries in Titanfall*

3 years ago | Likes 2 Dislikes 0

Hitman 3, single player - static images don’t load because…online.

3 years ago | Likes 6 Dislikes 2

It's not developers, it's publishers.

3 years ago | Likes 4 Dislikes 1

They renamed beta access to "full release" so they can charge the beta testers 60+$. And "full release" to "The Mega Ultra Collection Anniversary Game of the Year Edition" that is sold for 15$ a few years after beta release.

3 years ago | Likes 28 Dislikes 1

That clearly isn’t true. I’m sure the developers of Redfall intended for human enemies to stand still while you shoot at them, to completely disallow pausing in a single-player game, and for less generic NPC dialogue than Borderlands 1.

3 years ago | Likes 8 Dislikes 0

Skyrim ultimate annyversary uber latest edition still has the exact same bugs as the original they didnt even bother to patch it

3 years ago | Likes 7 Dislikes 0

Why would they? USSEP does it for them, for free!

3 years ago | Likes 1 Dislikes 0

Why bother when the mod community does that for free. Wait, we can (try) charging players for that too!!

3 years ago | Likes 5 Dislikes 0

Man, dont blame the fuggin dev's. Their jobs are, frankly, shit and insanely stressful. And most (not all ofc) of are passionate about what they do and just want to make something awesome, but they have little choice to but to be shackled to some publisher that just wants to rake in figures. Most (again, not all) of the really shit tier design choices are publisher decisions, not the studio.

3 years ago | Likes 4 Dislikes 1

Necessity is the mother of invention. The original Super Mario Brothers was 40KB because that's all they had to work with. Now they can fart out 100GB of poorly optimised crap and nobody will notice or care.

3 years ago | Likes 12 Dislikes 1

Oh hey, you had a stressful day, and you want to relax while gaming? Oh, your wi-fi is down, again? Well, fuck you for existing, you piece of shit!

3 years ago | Likes 4 Dislikes 1

Yep. No more Blizzard, for me. That broke it.

3 years ago | Likes 2 Dislikes 0

You can have a game with detailed, high-resolution textures and a huge world, or you can have a game that is small and doesn't take up much hard drive space. You can't have both.

3 years ago | Likes 15 Dislikes 2

The second one. Every time.

3 years ago | Likes 1 Dislikes 1

The pretending game devs are saints needs to stop too. Companies like CDPR knew their games weren't as advertised.

3 years ago | Likes 29 Dislikes 9

Cdpr would be on the bottom row here. Those aren't the saints.

3 years ago | Likes 11 Dislikes 4

Majority of people wanna blame publishers or shareholders when developers (even indy ones) can be the source of the problem.

3 years ago | Likes 6 Dislikes 12

That's because in the vast majority of cases the publishers or incompetent/ bastard managers *are* the problem.

3 years ago | Likes 10 Dislikes 1

Not really. A publishing company generally makes games too, like EA, Ubi, etc. AND they have a stake in seeing some success come from the game. Your favorite dev has just as much capacity to lie and mislead you about their product as any evil, faceless, AAA gaming punisher.

3 years ago | Likes 2 Dislikes 6

This isnt how gamedev works. EA publishing is not the same as an EA dev studio. Also you generally never hear or see game devs in public marketing, because we are too much of a liabilty and if we word something wrong in an interview, or talk about a feature that gets cut. it will be quoted at us as a lie for the rest of time. So usually you will only see community management. Maybe the occasional creative director. People whos job IS to talk.

3 years ago | Likes 2 Dislikes 1

The buggy launch issues could be reduced by requiring a playable demo of the game before launch that is made from the final product's code. You know, that thing most companies did voluntarily back in the 00s and prior. That thing that let people figure out if they could actually play the damn game on their PC before launch and if it was fun. Bring that back.

3 years ago | Likes 6 Dislikes 1

Yes and no. That 50 GB patch? At least you get a patch! Before the internet, if there was a bug, you better learned to live with it. Maybe there was a patch on a cover disk of a gaming magazine. Some shitty games back then just didn't work on your PC. And good luck trying to return software. So trying a demo was pretty essential, but of course it was no guarantee that the final game would not contain some new bugs.

3 years ago | Likes 9 Dislikes 2

Assembly is literally the opposite of portable. It's literally human readable machine instructions, it's specific to an architecture.

3 years ago | Likes 9 Dislikes 1

Yes, and gaming is on one of 2 architectures right now, x86 and ARM. Your point?

3 years ago | Likes 3 Dislikes 1

Uhh... what's yours? "This drug prevents heart disease, so it's actually MORE general purpose than that other drug that prevents heart disease and cancer, because more people die of heart disease than of cancer." Yeah x86 is super common. Doesn't change the fact that x86 assembly is still less portable than compiled code by definition.

3 years ago | Likes 1 Dislikes 0

There's WAY more to an application than ISA. Also C/C++ compilers from the last 20 years or so produce far better machine code than most programmers while keeping the codebase maintainable.

3 years ago | Likes 4 Dislikes 1

Online-only Starcraft 2 campaign is the reason I stopped playing Blizzard games. Disgustingly bad concept.

3 years ago | Likes 5 Dislikes 2

You mean diablo 3? Sc2 campaign was always available offline iirc. It definitely is now. And I distinctly remember playing heart of the swarm on release day offline because the servers were overloaded and it told me achievements would be disabled offline.

3 years ago | Likes 4 Dislikes 0

I do not. You do not remember correctly.

3 years ago | Likes 1 Dislikes 1

..? This post from a decade ago says otherwise. https://gaming.stackexchange.com/questions/108398/can-starcraft-2-be-played-offline

3 years ago | Likes 1 Dislikes 0

And linked in the response is a post with the same answer from exactly one week after wings of liberty launch date.

3 years ago | Likes 1 Dislikes 0

"in Assembly so it can run on all machines" ... Nope, that's the complete opposite of what you can achieve in assembly, Dude : one machine only ! 😅

3 years ago | Likes 36 Dislikes 3

This one bugged me too -- by definition assembly is hardware specific instruction sets, it has zero compatibility, which is part of the value of platform-independent programming languages. Coding in ASM is certainly IMPRESSIVE, but it's not maximizing compatibility..

3 years ago | Likes 14 Dislikes 1

I literally came to the comments to bitch about this. The meme creator doesn’t know much about low level languages

3 years ago | Likes 11 Dislikes 1

Yeah in other comments it came out that what was really meant was "super optimization in assembly allowed the game to be playable on a broader variety of x86 platforms as opposed to top end machines only."

3 years ago | Likes 5 Dislikes 0

Assembly programming worked for gaming in the DOS days... not really nowadays.

3 years ago | Likes 6 Dislikes 1

The closest to game programming you're likely to get with assembly is the driver code for your graphics card.

3 years ago | Likes 2 Dislikes 1

The sheer volume of different GPU hardware now would make using assembly nigh-impossible, and exceedingly improbable. There's a reason graphics APIs exist now.

3 years ago | Likes 2 Dislikes 1

Way too much to unpack here, but it's weird to compare what was a small indie game (Rollercoaster Tycoon) to AAA and size limitations then vs. now. Additionally, as computers became less pre-built with fairly standardized specs and more assembled with lots of variance, that means you can't design for everyone - designing for consoles gives a standard (which is why PC releases seem to be more broken lately), especially if they only focus on one gen.

3 years ago | Likes 6 Dislikes 1

"Oh, you bought a physical copy? That just gets you a license to download the actual game so it can take up space on your system."

3 years ago | Likes 2 Dislikes 0

3 years ago | Likes 18 Dislikes 6

Luckily, Square Enix hasn't messed with Dragon Quest too much but that's only because the Japanese would lose their shit over it.

3 years ago | Likes 2 Dislikes 0

May as well replace Apple with Arkane Studios at this point.

3 years ago | Likes 4 Dislikes 0

Microsoft bought Mojang, and are about to buy Activision.

3 years ago | Likes 3 Dislikes 0

It ain't developers, it's the managers. There's just too much money to be had now compared to back then; so there are loads of leeches who only care about money

3 years ago | Likes 583 Dislikes 3

This. It’s not the dev’s making unreasonable decisions. Devs don’t even get to make decisions anymore. It’s all slathered under six layers of board room bureaucratic blubber that came in when the hardworking studio was gobbled up in a merger.

3 years ago | Likes 96 Dislikes 0

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3 years ago (deleted May 7, 2023 8:52 PM) | Likes 0 Dislikes 0

as one needlessly pedantic individual to another - use this gif next time, it helps the correction come across less antagonistic.

3 years ago | Likes 5 Dislikes 0

Always follow the money. Why bother with improving customer experience when you can keep shoveling content coal onto that rage fire?

3 years ago | Likes 24 Dislikes 1

They were just as bad back then. Like with music we remember the good and let the bad fade into the history books. The video game crash of 83 is a great example of corporate greed creating so much broken shovelware that it almost killed the industry. Heck It DID lol US console manufacturing for 20 years.

3 years ago | Likes 12 Dislikes 0

What this the ET thing? Born in 91 here, so forgive me.

3 years ago | Likes 3 Dislikes 0

ET is kind of the poster child because it was the biggest name, but it was emblematic of the industry at the time. Just thousands of games that were created in just a few weeks and pushed out with no testing, no manual, often impossible to actually complete due to game breaking bugs. Imagine going to the store, having to choose a game based ENTIRELY on box art, no reviews, save there's a greater than 50% chance the game is totally broken. Nintendo had to pretend to NOT be a video game system to

3 years ago | Likes 7 Dislikes 0

get ANYONE to look at the NES, because people fundamentally didn't trust the very concept of "video game" anymore. It's also why the "Nintendo seal of approval" was such a big deal. If you bought a Nintendo game, you always knew it was ACTUALLY a game and ACTUALLY worked, even if it might be a bad game. It was no golden era.

3 years ago | Likes 8 Dislikes 0

Developers aren't the only ones stealing a female coworkers breastmilk, and physically harrasing them.

3 years ago | Likes 2 Dislikes 0

That's only half the story. 20 to 30 years ago, there were no "game developers" but computer scientists who decided to develop games. That's a difference. For the past 10 years or so we had amateurs that got into game development and tried to get the hang of the game engine that they can afford or that is provided by the company that employs them. Yes, there are still exceptionally good professionals in the gaming industry, but the average level of competence has deteriorate dramatically.

3 years ago | Likes 16 Dislikes 3

I get what you're saying, but 50 years ago would be more accurate for the timeframe. 30 years ago was 1993; there were absolutely people making games who weren't computer scientists.

3 years ago | Likes 7 Dislikes 0

I was exaggerating. What I meant was that game developers of 20 or 30 years ago usually had a college degree level of education in computer science or equivalant professions. Not all of course, but many more than today.

3 years ago | Likes 2 Dislikes 2

You got some numbers to back that up? I've worked in tech, both in the game industry and elsewhere, for 20 years now. In my experience there have been far more people with computer science degrees at non-game companies. Game companies are full of self-taught hacker types. They have a greater tendency to have cool game ideas but poor code discipline.

3 years ago | Likes 1 Dislikes 0

"In my experience there have been far more people with computer science degrees at non-game companies. Game companies are full of self-taught hacker types." That is exactly what I said.

3 years ago | Likes 1 Dislikes 0

Exactly. I'm sure deadlines have Devs sweating to complete features and rarely have time to go back for optimization or space efficiency passes.

3 years ago | Likes 1 Dislikes 0

And never forget that the managers are accountable to shareholders. That the first priority of corporations is short term shareholder-interest is a far bigger factor than some manager being greedy or not.

3 years ago | Likes 5 Dislikes 0

It's a mix. The majority of shareholders don't know shit about game dev, nor do they care in the slightest. So they usually make general demands, whereas management is close enough to a project to make more specific fuck-ups. But it's supposed to be management's role to insulate the shareholders and the devs from each other, and to navigate the needs of both. Y'know, manage. But too many these days are just shareholder yes-men who make life harder for the devs.

3 years ago | Likes 4 Dislikes 0

Because they don't work for the devs.

3 years ago | Likes 2 Dislikes 0

Nothing better than watching the hype train derail and kill off thousands of players because it "arrives" at an incomplete mess of a game. It's especially great when there's something there that'd be fun but everything else is ruining the experience. Big one lately is Fatshark just absolutely bombing with Warhammer 40k Darktide lately, or that game Redfall from Arkane/Bethesda.

3 years ago | Likes 4 Dislikes 1

I didn't even get to your last sentence before I knew you were talking about Bethesda...

3 years ago | Likes 1 Dislikes 2

tiny octopus played 7 minutes of Redfall before turning it off. The controls are so janky, the UI is borked, and it was like a pretty coat of paint on an absolute shitwreck.

3 years ago | Likes 3 Dislikes 0

I really liked darktide, and they had a ton of potential. Too bad it looks like its gonna be DOA. its actually very fun, but i dont need another subscription.

3 years ago | Likes 1 Dislikes 0

Wait, a subscription for a Vermintide style shooter? lol

3 years ago | Likes 1 Dislikes 0

much like destiny, there were daily and weekly quests that need to be done. thats what i mean by subscription.

3 years ago | Likes 1 Dislikes 0

Ahaha, yes, I warned my friends about Darktide. It was never going to end well after Fatshark was bought by Tencent.

3 years ago | Likes 1 Dislikes 0

Redfall is a Dishonored reskin for Left 4 Dead. Also, Dishonored, Redfall, Prey, Ghostwire Tokyo, Bioshock to an extent, etc. are all the exact same magic shooter with different flavor. You can't milk this concept forever, especially if there's nothing to support it like a good story.

3 years ago | Likes 7 Dislikes 1

*Adds all of those titles to the steam wishlist*

3 years ago | Likes 1 Dislikes 0

And hordes of simps and fanboys still shower them with microtransactions totaling hundreds or even thousands of dollars over the years.

3 years ago | Likes 33 Dislikes 3

i asmit im guilty of that for the sims 3

3 years ago | Likes 1 Dislikes 2

World of tanks... It preys on people with addictive personalities. There are people that spend thousands per year on pay to win upgrades in that game alone

3 years ago | Likes 3 Dislikes 0

A whole generation of new human beings have grown up in an environment where microtransactions and DLCs and lootboxes are the norm. To them, paying for a game again and again and again is normal. What we know to be the truth, of how game development can function, is radical and alien to them, exhibited only rarely, to niche audiences.

3 years ago | Likes 3 Dislikes 5

I know one guy that purchased 4x $500 "gold mechs" for a game (plus dozens of $50 packs), and another that has >$10k into Star Citizen ships. It's absurd.

3 years ago | Likes 2 Dislikes 0

Hundreds of dollars over multiple years ain't that much money. That's "you can get a fancy border for your avatar pic" kinda money, i.e. entirely reasonable, not "half the game is either microtransactions or buyable early" unreasonable money.

3 years ago | Likes 5 Dislikes 3

Imagine you're standing in front of a shelf and there's a magic game in it that says "Now with shiny avatar borders" and the price tag is 500 dollars, but you'll only realize this 2 years later. That's not reasonable, especially when most "reasonable" unlockables are scrapped or shelved character studies. They had the content thought out before, locked it behind tokens so you don't realize you're spending real money, and you paid for it twice.

3 years ago | Likes 2 Dislikes 0

No, I mean things like "here's our game for $20, and you can at any point pay us an extra $2 to get a special cape for your character, maybe also $2 for an avatar border, and that's it". That hurts nobody. Microtransactions are generally misused, but they aren't inherently evil.

3 years ago | Likes 1 Dislikes 0

I feel like no one ever told you that your opinion is not objective fact. Calling people "simps and fanboys" for liking things you don't like or engaging with things in a way you don't want to engage with them makes you sound like a petulant child. This is why "gamers" have such a negative image as a group.

3 years ago | Likes 1 Dislikes 0

Most of those gripes are about publishers forcing things to be in the game particularly with microtransactions and always online. The games as a live service thing is almost 100% publisher lead. Maybe now that every $70 dollar game is bombing they'll get the message.

3 years ago | Likes 51 Dislikes 0

getting bad reviews != being a loss.Plenty of people buy them and pay for micros for SW: Jedi Survivor revenue passed 18 mil$ on steam alone

3 years ago | Likes 19 Dislikes 1

The new gacha game from the genshin impact people cleared 60 million in its first week. The mobile market is absolutely insane.

3 years ago | Likes 1 Dislikes 0

Survivor doesn't have any micro transactions?

3 years ago | Likes 8 Dislikes 0

Yeah, sorry, SW:Jedi survivor was meant to be a new sentence.

3 years ago | Likes 7 Dislikes 0

Its sales were 35% lower than the predecessor though, so... Accounting for the higher sales price, they saw a 19% revenue drop. And of course, revenue isn't profit. And these days an AAA game budget tends to be in the ballpark of $200 million.

3 years ago | Likes 2 Dislikes 0

I highly doubt that it will be a financial flop, despite selling fewer copies on day 3 than the predecessor.

3 years ago | Likes 3 Dislikes 0

It'll definitely displease stakeholders.

3 years ago | Likes 2 Dislikes 0

Yep, EA stock was 127$ on launch, its 125 right now. Huge fall, that will show EA...

3 years ago | Likes 3 Dislikes 1

just 3 days after launch. Cyberpunk sold 20 million copies since launch. These games are financially successful. The rating of the customers

3 years ago | Likes 14 Dislikes 0

doesnt seem to affect that much. They will buy the next 70$ game thats barely playable on launch as well.

3 years ago | Likes 11 Dislikes 0

The problem is most people still find it easier to buy a game than read it, and gamble that it's a good game because reasons. ALWAYS READ THE REVIEWS.

3 years ago | Likes 2 Dislikes 0

Sometimes reviews can help, but again sometimes people give a shit rating because of another game of the same publisher. Or because reasons

3 years ago | Likes 1 Dislikes 0

Oh I know, believe me. All it takes is one fucking guy to spend 17k on the mtx in dragon age: inquisition's poorly tacked on multi-player mode and they see it as profitable and justified.

3 years ago | Likes 5 Dislikes 0

I think it's more about the money hungry management instead of the poor devs who do only what are they told to

3 years ago | Likes 1046 Dislikes 1

Similar to most others in the industry at this point. I'm sure most workers don't like what upper management is doing with their company, but they still gotta work to put food on the table. These big companies prey off the loyalty of their own customers and workers. It's just sad.

3 years ago | Likes 1 Dislikes 0

Having worked in the industry, this is sadly accurate.

3 years ago | Likes 206 Dislikes 0

The thing is that, as a workers force, game devs have been complacent with this shady shit for too long. It's similar to a lot of the tech industry and how they didn't feel the need to unionise. Yes the problem is the greedy CEOs and no, the whole burden of blame or ability to fix is not with the devs, but they sure as shit can't be commended for their efforts either.

3 years ago | Likes 1 Dislikes 0

I started reading industry trade mags in the 90s. "Crunch" was cited as a major issue in game quality from the beginning. But since you're "paid to Make Art," there's always been a pervasive (and often accurate) feeling that malcontents can easily be replaced. It's really hard to overcome, and requires everyone to make the decision in unison.

3 years ago | Likes 1 Dislikes 0

Important things are almost hard, and they are usually harder the more important they are. Yet tech ppl have unions etc in my country just fine.

3 years ago | Likes 1 Dislikes 0

Yeah…

3 years ago | Likes 1 Dislikes 0

You can blame a lot of problems on management but comparing the competency in design of today's games vs yesterday's tells its own tale. UI design and functionality has just gone down the shitter in the last 10yrs.

3 years ago | Likes 1 Dislikes 0

Exactly what I was gonna say

3 years ago | Likes 72 Dislikes 0

Shareholders ruining everything from movies to games and many others. No room for risks and new ideas when you need to make a profit and the only sure way to is to look for other successes in the past and milk the teat until it bleeds.

3 years ago | Likes 3 Dislikes 0

I've worked in game dev and publishing for well over a decade now, having been with studios ranging from small project groups to big ol' AAA leaders. With only a single exception of one particular embezzling dev group, it's always been management who fuck things up. 99% of the time, they're the ones who make some brain dead mandate that snowballs and sinks a game, yet they're the ones who always get bonuses and stick around "feeling regretful and upset" while everyone else gets laid off.

3 years ago | Likes 1 Dislikes 0

Except the breast milk.

3 years ago | Likes 3 Dislikes 0

This is why indie gaming is the future. They get way more creative freedom

3 years ago | Likes 1 Dislikes 0

Manglement.

3 years ago | Likes 51 Dislikes 0

Damagement.

3 years ago | Likes 16 Dislikes 0

"Capitalism breeds innovation" 🤡

3 years ago | Likes 4 Dislikes 1

Suits (read corporate greed) absolutely suck the good out of everything. From entertainment to basic needs, to loging, healthcare. Everything is made worst by it.

3 years ago | Likes 1 Dislikes 0

It’s like criticizing Mercedes engineers for not designing affordable cars.

3 years ago | Likes 89 Dislikes 4

DING DING DING! That's where the real answer lies!

3 years ago | Likes 2 Dislikes 0

This. Mega-corps will buy every successful indie studio, gut out all creativity, and force them to sell the blandest stuff to have a safe investment return.

3 years ago | Likes 1 Dislikes 0

Yep- The Devs don't want to release unfinished games. Much of the problem with modern AAA gaming is due to CRUNCH CULTURE, where the Devs are expected to do way more than is humanly possible in the time allowed. Also, the Game Company paying the Devs can keep moving the Goalposts, which makes it impossible to properly finish (and test) the game.

3 years ago | Likes 14 Dislikes 0

Can confirm. Most of my work history is in VFX and most of the problems with film VFX comes from the director either changing their mind constantly or literally asking for the impossible e.g. Make a red square that is also green and circular.

3 years ago | Likes 2 Dislikes 0

As a developer who has friends in the game industry it is 1,000,000% this. For most devs, working on a game is a labour of love. It's shitty management/finance based decisions which suck all the life and fun out of what they do and what they create.

3 years ago | Likes 10 Dislikes 0

As a former game industry programmer, that's why I got the fuck out. I mostly worked on website stuff like user account dashboards and shit rather than the actual games, so it wasn't quite as nuts, but it was still pretty nuts.

3 years ago | Likes 5 Dislikes 0

Right?! The fact that they're bringing up the complaint about the fuckers stealing someone's breast milk from the god damn fridge?! Shouldn't the thief be the one getting shit for that one?! But hey.. Sure.. Bitch on the people getting harassed.. That'll help..

3 years ago | Likes 13 Dislikes 1

The companies foster this creepshow behavior & it gets in the way of game design. Google "cubicle crawls" st Blizzard

3 years ago | Likes 10 Dislikes 0

Oh I know all about that shit.. James Stephanie Sterling has not let that go since the day the news came out, and they're right not to. That shit should lead to arrests! That's my point. The post seems to belittle the people who had their breast milk stolen. And blaming devs for the stupid decisions of corporate overall really..

3 years ago | Likes 5 Dislikes 0

It's also some outrageous standards by players. I've seen so many games that look great get blasted for not having perfect graphics. Hard to make a small and fast game if you're gonna get blasted for graphics not being cutting edge at all times.

3 years ago | Likes 6 Dislikes 0

I've said this in a discussion about cyberpunk's disappointing release: the promising of features and the delivering of said features are done by different sets of people.

3 years ago | Likes 4 Dislikes 0

As a former game dev, fucking this. Don’t blame the coders or artists for this bullshit. Also this meme wreaks of 4chan with the milk BS

3 years ago | Likes 5 Dislikes 0

Well, in this context, "dev" means "development company", rather than "individual who works in development".

3 years ago | Likes 4 Dislikes 0

Even that doesn't hold water all the way. You can have a pretty solid dev company and still get fucked over by the publishers.

3 years ago | Likes 2 Dislikes 0

Capitalism is a cancer. We continue to watch it rot out industry after industry turning them into these soulless companies that only exist to generate more capital.

3 years ago | Likes 5 Dislikes 0

I've always been against triple a games. Since ps2 the first time I played a QTE. I remember being appalled by it so terribly bad bc I knew this will be gaming next couple decennia.

3 years ago | Likes 4 Dislikes 0

"QTE"?

3 years ago | Likes 2 Dislikes 0

Quick time event

3 years ago | Likes 3 Dislikes 0

Quick. [PRESS A FOR THE REST OF THE ABBREVIATION]

3 years ago | Likes 3 Dislikes 0

I feel like you weren't there or aren't remembering that time period accurately. Those games are remembered because they were exceptional. The video game market almost died in 83 under the sheer weight of broken, low quality games. System requirements were a massive concern, and even if you met them there was a decent chance games just wouldn't run when you tried to install them due to hardware not being standardized. And if you lost whatever gimmicky copy protection toy they included, game gone

3 years ago | Likes 89 Dislikes 0

80's crap was a different bag of shit, twas the consoles, Commodore, Sinclaire etc. ET game is a worthy representative of that time. As for PC game at the time of idk, 286-586 (and Pentium 1/2 I guess, before first 3D GFX cards (ayy, my 1st Voodoo, sigh)), u had to fck with high/low mem, config.sys and hmm, one more besides, to fit all the shit into the 640kb or w/e it was. Fun times.

3 years ago | Likes 2 Dislikes 0

Survivorship bias!

3 years ago | Likes 25 Dislikes 0

I think it was '96 or '97 when I acquired a CD-ROM called 500 Greatest Games for DOS. All shareware demos ofc. The games were very simple even by 90s standards. My teenage mind was blown...500 games! Well, kind of: dozens never worked, many of them were functionally identical low-effort copies of eachother. There were a few gems like Jazz Jackrabbit and Commander Keen. Maybe I didn't play every single one but I damn sure tried. Looking back, they were mostly crap. Did I still love it? Yes I did.

3 years ago | Likes 7 Dislikes 0

Oh, I think we had that one too

3 years ago | Likes 4 Dislikes 0

Yep - the early consoles had 99% pure crap in their libraries.

3 years ago | Likes 7 Dislikes 0

I came here to say this, I think people forget how many completely broken games came out and stayed that way up until like the 2010s. At least now some companies go "oh shit out bad" and try to fix it.

3 years ago | Likes 4 Dislikes 1

My old boss told me that he used to code his own games from pages written in magazines or something

3 years ago | Likes 17 Dislikes 0

Yeah but they were games where a green square hunts blue square and that's about all they had. Oh the background was probably black.

3 years ago | Likes 1 Dislikes 0

My brother in law would type in code from magazines and save it on a tape cassette.

3 years ago | Likes 5 Dislikes 0

Yeah that was a thing up through the early 90s I think. Compute and Byte magazines were a couple of the big ones. If you paid a little extra you'd get a disk with the game programs already saved on it. But you could still edit them to see how they worked.

3 years ago | Likes 1 Dislikes 0

Most likely, he typed in programs that were printed in magazines. Probably C64, Atari 800, or Apple II. After that they started including disks in magazines. (See: https://arstechnica.com/staff/2018/11/first-encounter-compute-magazine-and-its-glorious-tedious-type-in-code/)

3 years ago | Likes 1 Dislikes 0

I remember them, really simple games but still fun. Pity was most of the code was so complex it was hard to learn how they worked.

3 years ago | Likes 1 Dislikes 0

My Sudoku app is 6.5 mb....

3 years ago | Likes 104 Dislikes 2

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3 years ago (deleted May 8, 2023 5:30 PM) | Likes 0 Dislikes 0

found the ARK player.

3 years ago | Likes 8 Dislikes 0

They're caching your donkey porn for blackmail's sake.

3 years ago | Likes 14 Dislikes 0

Ha, jokes on them, all my porn involves elephants, not donkeys!

3 years ago | Likes 6 Dislikes 0

I made a sudoku game/solver prgm on a TI84 Calc while sitting through Calculus... a couple orders of magnitude smaller lol

3 years ago | Likes 21 Dislikes 1

I made Pong in middle school. Had to optimize graphics rendering so it would run fast enough. ....I shuda been a programmer.

3 years ago | Likes 7 Dislikes 0

90% of that is all the libraries they installed to make it 'work' with your phone

3 years ago | Likes 77 Dislikes 0

Nah, 90% of that is graphics. The only libraries that get installed with an application are the ones that were used to write it.

3 years ago | Likes 11 Dislikes 2

Nowadays it would not be unusual for a simple binary to be large due to frameworks or libraries coming with it. It's small enough that no-one cares, basically.

3 years ago | Likes 8 Dislikes 0

Why not import is_even?

3 years ago | Likes 2 Dislikes 1

Indy devs have their own brand of issues. There's this game on Kickstarter, "Witchmarsh", that started development in 2013 and ten years later it's still in development: https://www.kickstarter.com/projects/1027299776/witchmarsh/

3 years ago | Likes 25 Dislikes 2

Laughs in Starsector

3 years ago | Likes 1 Dislikes 0

7 Days to Die has been in Alpha and on Steams Early access for a decade.

3 years ago | Likes 1 Dislikes 0

Try Satisfactory. It has been in Early Access for years, but it has been stable for at least 2 years. It should be mostly feature-complete by now and the worldmap won't change enough to break your factories anymore.

3 years ago | Likes 5 Dislikes 0

Oh, this doesn't offer any kind of access. There's a devlog and that's about it.

3 years ago | Likes 1 Dislikes 0

Well it's Kickstarter...

3 years ago | Likes 2 Dislikes 0

Laughs in Dwarf Fortress

3 years ago | Likes 16 Dislikes 0

*NetHack has entered the chat*

3 years ago | Likes 1 Dislikes 0

*cackles in Star Citizen*

3 years ago | Likes 9 Dislikes 0

I thought Star Citizen was more of a tithing cult than a game, per se.

3 years ago | Likes 3 Dislikes 0

They haven't shown one byte of playable anything in those ten years. I got married, had children and like six different jobs in that time.

3 years ago | Likes 8 Dislikes 0

As in released for ppl to actually play.

3 years ago | Likes 1 Dislikes 0

Are you SURE it's actually in development? Lol.

3 years ago | Likes 2 Dislikes 0