>>268263570 This. Image getting a devkit in 1994. Playstation is going to reach the western marked in 1995, and you have 2 years to mash together games and figure out how to do 3D. The N64 launched in the west in 1996, with Mario. Mario did a lot of things right, at which point any games after Mario is going to try to copy what Mario did right. You have the same for a lot of Playstation games as well. Wipeout is fairly simple, but it set a benchmark.
>>268265068 Nah, maybe 720p is shit for you kiddies. Of course I don't WANT terrible graphics by themselves, but if it means 80% of the budget is directed towards making better art/gameplay/content then yes
>>268263379 Nope, smaller teams for a starter. AAA games for example would have somewhere around 30 people working on them (only exeption I can think of is Ocarina of time) So that meant most jobs consisted of programming stuff where nowadays you can have a person on your 300 people team doing textures in photoshop. Which is also why 90's games are considered the golden age of gaming, because smaller teams meant people worked closer together.
Add to that that 90's consoles were notoriously hard to program for, rather then copypasting some stuff in Unity.
>>268265265 This. Goddamn, I lost my disc so I decided to emulate it instead. I stopped playing when I realized it had a shitty american voice actor. Damn, why did they pick such a weak sounding faggot?
>limited hardware power requiring lots of optimization(even on PC) >usually have to write your own engine from scratch >sound/graphic/animation tools not as advanced and easy to use as today >lower overall amount of gamers
>>268268292 Also more complete technical documentation(Rare had to fucking reverse engineer N64 to do what they've did), no cache-related texture issues(that's the real reason why textures on N64 looked like shit) and more friendly 3rd party policy.
Nintendo thought they were gods when they've released N64, see how it turned out.
>>268264841 >or having to structure games around business models This is an expectation exclusive to the publishers. Customers expect none of this. Good proof that the publishers are not acting in the interest of their customers, and should as such be boycotted
>>268268292 >CDs had better storage Look at the size of the data tracks on your old PSX games. Developers had no idea what to do with all that space, pissed it away on CDDA and FMV instead. The actual game data is often in the range of 5 - 50MB
>>268264841 Most 3D games were locked at 30fps and below though, I know it was an early thing, that's why the ps2/gcn era had all those fantastic looking games at 60fps, but still some were 30fps solely to increase graphical power.
>>268263379 All they had to do was make it fun. There wasn't some silent demand for cutting edge cinematics with lifelike graphics. You would run around a tiny, brightly coloured area killing simple enemies and collecting random shit that made no difference to anything.
>>268269516 The phrase is meaningless because there's no such thing as general optimization. There are conflicting targets of optimization. You can lower memory usage by increasing CPU usage (just in time computations), for example. Optimizations does not mean "does more" in any meaningful way. Assembly is still used if you need fine grained control, just like scripting languages are used when you need to ... get this, optimize for flexibility. Yes, using a slow as molasses scripting language on the upper layer of your game is an optimization. Just a little back I saw a presentation on memory structures on the PS3. Rearranging the world transform basically quadrupled the computation speed of that particular function. That's optimization, and you'd never even see it, because it's "expected" So, "lots of optimization" means nothing. It's still there, it shifted. Oh, and asm is not a magic bullet. In many cases it's far more efficient to rely on the compiler. The PS3 example up there was resolved entirely by changing the involved algorithm, no asm needed at all.
Oh fuck, Gex 3D: Enter The Gecko. I have that. Never knew there was anything but the "oh hello" James Bond voice, but ... it grates after a bit. It's also quite annoying as a game.
And I don't think design is really any harder or easier. Programming is both easier and harder, because there's more stuff to do it with, but more complex assets and crap to actually throw around and expectations are much higher, which is why you get the retro indie pixel art thing.
And this is someone who's dad tried to get into the shareware games market back in the early 90s.
I had to spend weekends driving around with my dad buying floppy disks and helping him load, pack and ship each game to it's respective customer. He used to have to call computer magazines walk into computer stores and beg them to put his games in their back catalogs. And don't get me started on when customers would demand patches.
It was fucking ridiculous amount of work to get off the ground compared to nowadays.
>>268269743 Production cost, yes. It's questionable though if we got a better deal out of it. We "paid" for CDs in the form of extremely high loading times, of highly fragile media. The price of the games was largely the same. The industry pocketed the difference.
>>268263379 At least we can be sure that fucking game devs were actually developing shit. Nowadays it seems all the big names spend all day on social media, arguing with their customers and making an ass out of themselves.
>>268269971 I'd just like to interject for a moment. What you're referring to as Linux, is in fact, GNU/Linux, or as I've recently taken to calling it, GNU plus Linux. Linux is not an operating system unto itself, but rather another free component of a fully functioning GNU system made useful by the GNU corelibs, shell utilities and vital system components comprising a full OS as defined by POSIX.
Many computer users run a modified version of the GNU system every day, without realizing it. Through a peculiar turn of events, the version of GNU which is widely used today is often called "Linux", and many of its users are not aware that it is basically the GNU system, developed by the GNU Project.
There really is a Linux, and these people are using it, but it is just a part of the system they use. Linux is the kernel: the program in the system that allocates the machine's resources to the other programs that you run. The kernel is an essential part of an operating system, but useless by itself; it can only function in the context of a complete operating system. Linux is normally used in combination with the GNU operating system: the whole system is basically GNU with Linux added, or GNU/Linux. All the so-called "Linux" distributions are really distributions of GNU/Linux.
>>268264856 Mario copycat platformers still require someone to program the physics engine, manually set up the platforms and stage layout, and manually create the character art designs. Today, you have video game engines which handle all the physics work and modeling software to help with producing visuals, to say nothing about the pre-made assets available. It is far easier today for someone to put together a game than it was when they needed to literally do everything themselves from scratch.
>>268270962 Keep in mind, these dedicated people still exist, and still produce quality games. Next to them though are a couple thousand get-rich-quick retards and AAA publishers, that pollute the market. That makes it harder to find the quality made by the dedicated folks. It's not gone though
>>268270036 Yeah all you have to do now is either: a) already be an industry giant b) build a Twitter persona where you pander to awful people screaming and harassing due to the latest trendy moral outrage c) both of the above
>>268271392 >If anything, these days its better because we have much more resources to smell out the bullshit before buying something. And at the same time worse, because instead of sifting through 250 games on a CD, you now need to sift through 25000 games on a games site/online store. We end up relying on third party info, like "ratings", to pre-filter the mess. That leaves the chance though that we miss out on unrated gems
>>268271551 Jaguar was the native platform? Can it be reliably emulated? I tried to play the PSX version, but it felt cheap and incomplete. The DOS version thoroughly clashes with DOSBox, since they still can't framelock their emulated GPU
>>268271710 >the jump from 2D to 3D being hard to grasp gameplay wise Ironically the most successful "solutions" were 2D again. The common movement technique nowadays is a camera control stick, and another stick to move the character in screen space, instead of full 3D
You guys should look up Yoshiaki Koizumi's lecture about game design on Youtube. He goes into detail about how he and Miyamoto figured out some early problems with 3D, camera, etc. in Mario 64 and OoT that still influence games to this day.
>>268265012 I remember reading an interview of a guy working in a large game development team and he said that he didn't even know what some of the other guys were actually doing or why the fuck they were employed in the first place.
You really don't need a huge amount of people to throw out a decent looking game. Just look at Croteam, Flying Wild Hog or ACE Team - all of them made games that only have a fraction of the man power and budget of AAA titles behind them and still look freaking good and/or creative.
>>268271657 >All you need a a well-developed product and a distribution service like Steam. And luck and social media relations. If the product goes viral it will provide income for between a month and several years. If it does not go viral it will stay in pretty much absolute obscurity.
>There are tons of independent success stories these days Do you know of any that didn't involve PR on Twitter and other places?
>stop drinking the /v/ paranoia koolaid. Just going by my own experience.
>>268271597 >And at the same time worse, because instead of sifting through 250 games on a CD, you now need to sift through 25000 games on a games site/online store.
If you can't pair down your own taste, cannot understand what you enjoy in games these days and look for that, and cannot look up gameplay for a video game your interested in on youtube, maybe you shouldn't be playing games in the first place.
>That leaves the chance though that we miss out on unrated gems
Newsflash anon: you're always going to miss out on gems. You're not omnipotent. But they aren't going anywhere. So what if you discover it year later? your still going to be able to play it.
>>268272169 >And luck and social media relations just like before.
>If it does not go viral it will stay in pretty much absolute obscurity. You don't have a shelf life, so it can get out of obscurity at any time.
>Do you know of any that didn't involve PR on Twitter and other places? Why? Twitter is like a private broadcast. It's a highly effective mechanism to get the word out, with extremely low costs. Just like the internet enabled "free" distribution, albeit with limits, Twitter allows "free" marketing, albeit with limits. These are means to bring your product to a wider audience, at lower costs. Of course this means higher competition, thanks to everybody else being in the same position. But it's an opportunity
>>268272339 >If you can't pair down your own taste You say that like it's a necessity, and exactly that's the problem. Self created "taste bubbles" make us ignorant to stuff that we might enjoy but will never find.
>cannot understand what you enjoy in games I can. I still need to evaluate thousands of games whether they fit what I like, unless someone else does the pre-filtering for me.
>and cannot look up gameplay for a video game your interested in That's again more research and time "wasted" on what is orders of magnitude more games, good, bad and very bad, compared to the old CDs
>So what if you discover it year later? What if I won't? Because next year another 10000 games came out, requiring me to sift through them. Maybe that gem is already prefiltered by my perceived "taste"?
I don't think you understood the problem. You implicitely perform all the filtering, you even mentioned it, without realizing it. That filtering is necessary because of the sheer volume, and it makes it harder to be open, and drowns out the quality
>>268272758 the shadow is indeed a necessary cue that was developed at the time. It's why we still don't have, or hardly have any, pure 3D games, where the perception of depth is necessary. Our 2D output makes it a real pain in the arse. Even on the 3D output of the 3DS I'm not aware of games actually using the depth as gameplay element
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