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Gaming Industry Engages in a Bit of Nostalgia

An anonymous reader writes "At Gamasutra, the latest answers to their Question Of The Week are up, asking game professionals how they got their start in the industry. Answers range from the classic ("While I was an MIT undergrad, a couple of my closest friends were co-founders of Infocom in 1979") to the quirky ("I got into games because my sister complained that I never called her. She set up an account for me on GEnie so I would at least email her. Not long afterwards, she suggested I check out GemStone III... Eventually, I ended up... [at] my current position as a designer for EverQuest II.")"

3 of 81 comments (clear)

  1. My Start by mfh · · Score: 4, Insightful

    I started coding for TI/99 4A and sold cassette tapes around my neighbourhood. I wondered why sales were bad, but since I was only 10 yrs old... I tried to convince people to buy a TI so they could play my adventure games.

    23 years later, I'm still not in the gaming industry. I'm not bitter either because the whole thing is flakey anyway. Many companies try squeeze all the good years out of someone until they've got nothing left, and then toss them asside for newer blood.

    I'm looking for something more stable and with better hours. Maybe I should take Scott Adams' advice and be a cartoonist. Okay I'd have to be able to draw first.

    --
    The dangers of knowledge trigger emotional distress in human beings.
  2. Games ain't what they used to be by Anonymous Coward · · Score: 4, Insightful

    Seriously, i wouldn't like to develop games today, nobody makes 'em the way they used to be any more.

    Games today are subject to the same problem that's ruined contemporary movies: Special effects. For some reason they (the developers) think that a game is better just because it looks good. Sure: They can be a nice touch - but they don't make the game (in fact, too many details ruins your ability to imagine what's going on the way you could in old text based games).

    It's funny how they managed to squeeze more joy into one 1440 KB 3.5" floppy than they do in a 4 GB DVD these days.

    And suddenly yelling at some kids to get off the lawn felt compelling. I must be getting old.

  3. Re:Game testing by typical · · Score: 4, Insightful

    You really sure that you want to be a game tester?

    Think about it, first.

    You don't make *that* much money.

    Part of what makes video games fun is that you *can* do them -- that you don't *have* to play them. That isn't the case here.

    You don't get to do things that are the most fun. If it looks like there's a bug involving walking around a translucent pillar in a game, you may be walking around the thing and modifying the environment slightly each time for hours. When you finally find the bug, you get to write up a report on it and figure out how to reproduce it.

    It's not quite the same thing as just dropping into a fragfest with your friends.

    The other problem with game design -- a lot of people think "I love playing game series Foo, so I'd love to work *on* game series Foo". That doesn't necessarily hold; as a matter of fact, if I really liked playing a game, I'd deliberately want to avoid working on the team that makes it. Why? Most games have finite replay value, and if you work on the game, you know the whole game in advance. All you've done is ruined your favorite game series for yourself; you can't play it.

    Game development takes place on a tight timeline, and can be high-stress and demanding of hours.

    There isn't much job security, as game development houses don't have a very long life expectancy.

    For all I know, you may like game testing, but you shouldn't be walking into the thing under a bunch of illusions...

    --
    Any program relying on (nontrivial) preemptive multithreading will be buggy.