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They Quite Literally Don't Make Games the Way They Used To (theguardian.com)

The days of two developers making games in a shed are over, an article on The Guardian says. Spend any time with your grandparents and at some stage the age-old phase "they don't make them like they use to" will pop up as nostalgia gets the better of them. Usually it's just the rose-tinted glasses talking, but for video games it's a fact: they quite literally don't make them like they used to. Back in the 1980s, when the industry was in its infancy, games were often created by two-person teams consisting of one programmer and one artist. In the 1990s, sprites gave way to 3D modelling, and development teams mushroomed in size, hoovering up specialists in disciplines across animation, level design, character modelling and artificial intelligence. Today, creating the most advanced, triple-A games has become too big a task for a single developer leading to the rise of what is best described as a modular approach, where different developers work on different parts of a single game. The article adds: One developer that is pioneering the modern modular approach is no spring chicken. Set up in 1984, Newcastle-based Reflections swiftly established a reputation for bringing cutting-edge graphics to side-scrollers such as Shadow of the Beast and the gloriously named Brian the Lion. It then morphed into a driving-game specialist, thanks primarily to the Destruction Derby and Driver franchises. French publisher Ubisoft acquired the studio in 2006, expanding its remit way beyond its previous practice of churning out a new Driver game every three years or so. Reflections is crafting the vehicle components of the upcoming Watch Dogs 2 and Ghost Recon Wildlands and has just finished the Underground downloadable content (DLC) pack for The Division. It's finishing Grow Up, the sequel to 2015's Grow Home -- ironically, a small, innovative download game made by a 90s-style 10-person team.

158 comments

  1. Well.. by Travis+Mansbridge · · Score: 2

    Unless you count games like Downwell...

    1. Re:Well.. by Anonymous Coward · · Score: 0

      Or Stardew Valley.

    2. Re:Well.. by Anonymous Coward · · Score: 0

      Or the new "Melee Spaceship" on Steam. 2-man dev team with an 80's look. https://steamcommunity.com/sha...

    3. Re:Well.. by squiggleslash · · Score: 4, Insightful

      They're also leaving out that while the new games tend to be awash in great CGI, they also tend to... suck.

      Yeah I too preferred the old computer games that eschewed CGI in favor of hand painted and animated models.

      --
      You are not alone. This is not normal. None of this is normal.
    4. Re:Well.. by Anonymous Coward · · Score: 0

      Even that pales alongside how bad the new network-tethered cloud-based consoles suck.

      Hours of game updates... followed by hours of console updates (or vice-versa.) Followed by truly mediocre gameplay.

      Yessir, it's a new day in gaming. As it all slides inevitably downhill.

      I realize that console gaming is for retards that can't handle a PC but for fuck's sake at least RTFM to your latest and shiniest SONY turd piece and you can setup (don't worry, it's just 3 or so check boxes, you can do that) automatic updates and automatic save backups that happen when you're not playing.
      Even without that, if the updates take hours maybe you really should think about upgrading that dial up.

    5. Re:Well.. by Anonymous Coward · · Score: 3, Insightful

      Most old computer games sucked. Just because you can remember the ones that were good doesn't mean those were the only ones they made back then. Just like most old movies sucked.

    6. Re:Well.. by _xeno_ · · Score: 5, Interesting

      Yeah I too preferred the old computer games that eschewed CGI in favor of hand painted and animated models.

      I wonder how many people realize you're not joking: the original Doom and Doom II models were literally clay models that were shot from various angles to make the final sprites.

      --
      You are in a maze of twisty little relative jumps, all alike.
    7. Re:Well.. by Anonymous Coward · · Score: 0

      Playing Doom 4 right now, I can't help but feel like only now has the art caught up with the first two. Doom 3 was fully 3D alright, but the monsters were so smooth and low-poly that they lacked personality and character. Same goes for Mortal Kombat; the first few 3D versions looked terrible compared to the 2D photos.

    8. Re:Well.. by Khyber · · Score: 1

      "Yeah I too preferred the old computer games that eschewed CGI in favor of hand painted and animated models."

      Clay Fighter's getting a sequel, fucking finally, however I don't think this is going to be clay animated like the original. I'll bet on CGI.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    9. Re:Well.. by Anonymous Coward · · Score: 0

      Hey smartypants... the games were good because they were presented as 'games' and played as such. They were 'fun' as was intended. Now games, as good as they look, are a second life where one:
      - works
      - crafts
      - fulfills mini requirements & achievements
      - earns currency
      - earns reputation
      - grinds repetitively
      - and satisfies a game's endless requests of you... and why?

      To keep you 'in game' and fluff up what could be a regular fun game, but pads it with 'real life' characteristics. You just got home from work... do you really want to go work again? YES? Ok well go get them achievements & collect gems, etc brother! Why game when you can go live a second task-filled life.

    10. Re:Well.. by Drethon · · Score: 1

      CGI is fine, spending all of the time working CGI and no time on gameplay is a problem.

    11. Re:Well.. by CronoCloud · · Score: 1

      I see you're a PCMR guy who knows his Playstations

      In his defense, if he doesn't have Playstation Plus and is still using a PS3, he's limited on what automatic stuff he can do. The PS3 still a touch annoying in regards to updates. The PS4 on the other hand is more user friendly in this regard.

      And since the PS3/PS4 are Ethernet/WiFi only, no dial-up. He should be upgrading whatever 768k crap DSL he has. Unless he's got some kind of external dial-up modem that lets you connect devices via ethernet (which exist)....or is using his PC to share his dial-up connection (more likely).

      Even with the PS2, where the commercially released network adapter supports Ethernet/Dial-up, only two games that I know of support dial-up: EQOA and FFXI. (There is another version of the PS2's Network adapter that is Ethernet only, that version came with the PS2 Linux kit)

      I once ran into a "dad" at the local enormo-mart who was looking over the PS3 while I was looking over games. He asked if I knew anything about PS3's...which I do, and asked about the online functionality and mentioned that he had only dial-up. Sadly, I had to explain to him that a PS3 really needs a fast network connection for full functionality and game/system updates.

    12. Re:Well.. by phantomfive · · Score: 1

      Indeed, as the Angry Video Game Nerd points out, they could get really bad sometimes.

      --
      "First they came for the slanderers and i said nothing."
    13. Re:Well.. by JoeMerchant · · Score: 1

      Or, FlappyBird.

    14. Re:Well.. by Anonymous Coward · · Score: 0

      This story is complete bullshit written by someone who lives in a cave. Indie gaming is more popular than ever and most of those titles are made by small teams.

    15. Re:Well.. by Anonymous Coward · · Score: 0

      Wait, there are people who still have to use a connect program to get online?

      I just figured people used "dial-up", these days, as a euphemism for an unacceptably bad connection.

    16. Re:Well.. by Anonymous Coward · · Score: 0

      Most new games and movies suck too. What's your point?

    17. Re:Well.. by squiggleslash · · Score: 1

      Actually I was joking, but that's an interesting twist. Thanks for adding that, I had no idea.

      --
      You are not alone. This is not normal. None of this is normal.
    18. Re:Well.. by Anonymous Coward · · Score: 0

      Not every game is an MMORPG or JRPG. Avoid shit games like those and you'll be fine.

    19. Re:Well.. by Anonymous Coward · · Score: 0

      Great, so instead of wasting your gaming time, it will waste your productivity time by sucking up all of the bandwidth then you need it for work. Good idea!

    20. Re:Well.. by tepples · · Score: 1

      Some DSL connections use PPPoE. Others use a proprietary variant of PPPoE, which requires a connect program that's often not available for Linux PCs or for the stripped down operating systems in game consoles.

    21. Re:Well.. by Anonymous Coward · · Score: 0

      Any game that requires more than a 56K modem to play online is a very poorly written game. There shouldn't be that much data being sent and received between the client and server, just coordinates and actions that effect the in-game world.

    22. Re: Well.. by BlytheBowman · · Score: 1

      Damn, that makes blowing out NES cartridges and dealing with the "cool" but seriously flawed front loader design of the NES deck seem like paradise in comparison. If consoles required connection to a server farm^W^W^Wthe cloud and were unusable whie downloading updates back in the 1980s, I would have just said "screw it" and gone and read a book.

    23. Re:Well.. by Anonymous Coward · · Score: 0

      Wow, they look nice. Sad that they ended up as 32 x 32 (or so) pixel sprites... blurry as hell.

      https://imgur.com/gallery/9p9Lu

    24. Re:Well.. by Anonymous Coward · · Score: 0

      I know it's hard, but if you try to follow the thread, the point is that people tend to think things like movies and games were better in the past. Closer to the truth, is that we just remember the good games from the past. Just like 30 years from now, everyone will mostly remember the good games from now and forget about the ones that suck. If you're going to be snarky, at least try not to be a dumb ass about it.

    25. Re:Well.. by Anonymous Coward · · Score: 0

      I know it's hard, but if you try to follow the thread

      You're talking about yourself there.

      the point is that people tend to think things like movies and games were better in the past

      Except nobody said that.

      Closer to the truth, is that we just remember the good games from the past.

      Wrong. We remember good games more because we spent more time with them, but we still remember the bad games because they were so terrible.

      Just like 30 years from now, everyone will mostly remember the good games from now and forget about the ones that suck.

      Wrong. See above.

      If you're going to be snarky, at least try not to be a dumb ass about it.

      You're talking about yourself again.

    26. Re:Well.. by Anonymous Coward · · Score: 0

      You should check out The Swapper one of the most interesting games I've played recently. It uses physical models for its textures. It also has really interesting game-play and an equally interesting story.

    27. Re:Well.. by Anonymous Coward · · Score: 0

      PPPoE or PPPoE-like handshaking has been done on the router side for ages now, so that's not the case at all.

    28. Re:Well.. by CronoCloud · · Score: 1

      Routers have been handling PPPoE for years now and there IS no proprietary PPoE. an ISP may "claim" that you need their crapware, but you don't.

    29. Re:Well.. by desdinova+216 · · Score: 1

      90% of everything is crap

    30. Re:Well.. by Anonymous Coward · · Score: 0

      Well, maybe you have Asperger's and need everything to be explicitly said. You see, further up in the thread, this was said;
       

      As it all slides inevitably downhill.

      Now, since you seem to be having trouble, let me explain. This implies that things were better and are now worse. Is that hard for you to follow?

    31. Re:Well.. by Anonymous Coward · · Score: 0

      Check this out too

      https://www.youtube.com/watch?v=niKblgZupOc

      He does a pretty good vid on what CGA can do and why it looks like crap. He also shows how if hooked up to the right monitor it can look semi decent (at least for the era).

    32. Re:Well.. by Anonymous Coward · · Score: 0

      Well, maybe you have Asperger's and need everything to be explicitly said.

      You're talking about yourself there.

      As it all slides inevitably downhill.

      That was in reference to the increasing reliance upon graphics over gameplay, which you would have picked up on had you read the whole post instead of cherry-picking. Besides, that isn't even the post you responded to. Nice try at moving goalposts though.

      Now, since you seem to be having trouble, let me explain. This implies that things were better and are now worse. Is that hard for you to follow?

      You're talking about yourself there again.

    33. Re:Well.. by Anonymous Coward · · Score: 0

      What an insufferable faggot. Thanks for ruining my minute.

    34. Re:Well.. by Anonymous Coward · · Score: 0

      You're pretty dumb if you didn't pick up the implication that people think old games used to be better.

    35. Re:Well.. by Anonymous Coward · · Score: 0

      It's a shame that you never received an education.

  2. Right by Anonymous Coward · · Score: 1

    They used to be made for DOS, Commodore64

    Now they are made for things other than DOS, Commodore64

  3. Actually, they still do make games that way by Anonymous Coward · · Score: 5, Interesting

    Are we forgetting that indie game developers are still frequently one programmer and one artist? Fez, Terraria, Minecraft, Stardew Valley, Shovel Knight and Undertale are all games made by unbelievably tiny teams.

    1. Re:Actually, they still do make games that way by eth1 · · Score: 2

      Are we forgetting that indie game developers are still frequently one programmer and one artist? Fez, Terraria, Minecraft, Stardew Valley, Shovel Knight and Undertale are all games made by unbelievably tiny teams.

      And, IMO, the games are way more fun, even if they're a bit less shiny.

    2. Re:Actually, they still do make games that way by nomadic · · Score: 1

      Indie games are actually much more common now than they used to be.

    3. Re:Actually, they still do make games that way by Anonymous Coward · · Score: 0

      Yeah, this article is not well informed and is written like it's taking its facts from 2010-2011.

    4. Re:Actually, they still do make games that way by q4Fry · · Score: 1
    5. Re:Actually, they still do make games that way by Anonymous Coward · · Score: 0

      Furcadia and Runescape were two MMORPGs built by 1 or 2 people, and they're still running to this day!

  4. As an indie developer who is making a profit... by Anonymous Coward · · Score: 5, Interesting

    I call hyperbole.

    Unity has allowed me to develop games on my own just fine. Easily portable across multiple platforms.

    1. Re:As an indie developer who is making a profit... by Opportunist · · Score: 5, Interesting

      This. Unity is a godsend for indies. Easy to pick up, allows to get something presentable in rather little time and compared to the days of yore where matrix algebra pretty much had to be your first hobby (with games coming at a somewhat reasonable distance) if you wanted to as much as think about game development, you also need rather little in terms of actual coding experience to produce something.

      Sadly, that's not the case with graphics. I'm a programmer with no graphics skills whatsoever, what I'd have needed was the opposite of what Unity brought us. :(

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:As an indie developer who is making a profit... by TuringTest · · Score: 2

      Programmers without artistic skills should be exploring the boundaries of procedural generation.

      "Art" based games rely on standard libraries that all work the same way (sprites for 2D, geometric transformations for 3D) intended to accurately portray in photo-realistic ways, or some effects that have become standard (glows, bumps, reflections, etc).

      However, games can be made with 100% abstract representations that don't require any drawing skill (you'd still required to have some taste in selecting a color pallete, but there are tools that can make that for you). With them, a programmer can invent new ways to lay out objects on the screen, building drawing engines nearly from scratch, or exploring the possibilities of configuration and expansion of existing engines.

      If you learn how to program modern card pipelines, you could build your own visual routines that produce never-seen effects. Building games to take advantage of such novel visuals is an unlimited field, in special if the rules of the game are novel as well.

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
    3. Re:As an indie developer who is making a profit... by jeffmflanagan · · Score: 1

      And you're not the only one. Lots of one-man or small shops are making games today. A few of the best VR games were created by single developers, with some adding a couple of voice actors. We're in an indy-development boom right now, where any creative person with some basic skills can create games in Unity or Unreal. You don't even have to be an artist. You can buy the art from asset stores and focus on game play.

    4. Re:As an indie developer who is making a profit... by bfpierce · · Score: 0

      I think you're forgetting Unity was made by a pretty substantial 'team' of people over the years.

      I'm not saying it's bad for a great tool to exist, but you do stand on the work of many people to get your 'one man game' done. In much the same way big studios rely on in-house internal tools to create what they create.

    5. Re:As an indie developer who is making a profit... by jimbolauski · · Score: 1

      Using that logic there has never been a case of a one man game, every game leans on compilers, and libraries that were not solely created by a single developer.

      --
      Knowledge = Power
      P= W/t
      t=Money
      Money = Work/Knowledge so the less you know the more you make
    6. Re:As an indie developer who is making a profit... by WaffleMonster · · Score: 1

      I think you're forgetting Unity was made by a pretty substantial 'team' of people over the years.

      Or that pretty substantial 'team' of people over the years who created integrated circuits to perform basic arithmetic?

    7. Re:As an indie developer who is making a profit... by Anonymous Coward · · Score: 0

      How many people have contributed to the development of Unity? Employed as developers, test engineers, technical writers?

      Writing an early DOS game only required knowledge of the BIOS, some knowledge of far pointers to access video memory, how to send data files to a MIDI player or program the timer to send values to the internal speaker.

      Mid 1990's, you would have a lead programmer doing graphics, an audio programmer/musician, an AI programmer, an artists/level designer and maybe someone doing network programming and UI.

      Now you have physics programmers, AI programmers, gameplay programmers, animators, modellers, level designers. There's at least 10x as many art staff as programming people.

    8. Re:As an indie developer who is making a profit... by Koen+Lefever · · Score: 1

      Hate to be a counter example to your argument, but I used to write my games in hand-compiled hexcode for Z80/6802/6502 - as a hobbyist programmer. Professionals used an assembler.

      --
      /. refugees on Usenet: news:comp.misc
    9. Re:As an indie developer who is making a profit... by bfpierce · · Score: 1

      Do you actually take yourself seriously here?

      That's apples to oranges. Unity is specifically tailored to game development.

    10. Re:As an indie developer who is making a profit... by Anonymous Coward · · Score: 0

      Too far down the rabbit hole for you, huh? Let's not forget that you're the one who went there. So where along the line does it become too absurd for you, oh arbiter of contribution credit?

      Game development suite, operating systems on which it runs, hardware on which those run, chips which those are made up of, materials those chips are made of...
      (not to mention the various high and low level libraries, languages and compilers throughout)

      I think we can all agree it's somewhere before the turtle.
      (but really I know it's wherever the "I've been one-upped" flag is flipped on)

    11. Re:As an indie developer who is making a profit... by Anonymous Coward · · Score: 0

      Unreal engine is better and free without limitations or watermarks.

    12. Re:As an indie developer who is making a profit... by Anonymous Coward · · Score: 0

      "The best art imitates life in a compelling way. If it imitates a dream, it must be a dream of life. Otherwise, there is no place where we can connect. Our plugs don't fit."

      --Darwi Odrade (From Chapterhouse: Dune)

    13. Re:As an indie developer who is making a profit... by Anonymous Coward · · Score: 0

      I suppose you're also the inventor of the Z80, 6502 and 6802 and you hand built your PCs from raw materials, huh?

    14. Re:As an indie developer who is making a profit... by Anonymous Coward · · Score: 0

      So are modern CPUs and GPUs. They would not be at this point in development had it not been for gaming pushing them along.

    15. Re:As an indie developer who is making a profit... by jeff.langemeier · · Score: 1

      I'm sure there's a hardware interrupt somewhere that causes that. Probably designed by a few people, I'm just glad it isn't tied to the system watchdog process and the dude doesn't have to reboot every time sensibilities are offended.

      The hardware that goes into every console and computer comes from chip families that are compatible across a wide range of systems. The NES and SNES used 74xx series chips - yes, if you're an EE grad, those are the same ones we used in our 101 courses. Unity, while being special tailored to gaming - much the same way the 8 pins of the 7401 were special purposed in the NES - isn't at all special, it's a collection of routines, systems, processes, and architectures that people in the game design community found useful, and then packaged nicely; nothing more, nothing less. Just as I can build a NES from CoT parts, I can still build a game without using Unity, it just makes it easier for me if I use what's already there.

      I'm sure that those game designers also used math, physics, computers to program things on, software architecture practices, written language, used food and drink for fuel, slept on bed - in houses, etc; all things that were created by others, many well before their time on this planet. Should those be counted as well, and when I'm working on my next project, should I be thanking Euler and Pythagoras in the credits?

    16. Re:As an indie developer who is making a profit... by Grishnakh · · Score: 1

      Games like Pac-Man and Centipede were not built with compilers or libraries.

    17. Re:As an indie developer who is making a profit... by tornotlukin · · Score: 1

      For every programmer without an artist is an artist without a programmer. That's why I tend to do tabletop/rpg/boardgames, easier to produce by myself.

    18. Re:As an indie developer who is making a profit... by WaffleMonster · · Score: 1

      Do you actually take yourself seriously here?

      No.

      That's apples to oranges. Unity is specifically tailored to game development.

      What part of "but you do stand on the work of many people to get your 'one man game' done." is contingent upon "specifically tailored to game development"?

    19. Re:As an indie developer who is making a profit... by Koen+Lefever · · Score: 1

      I suppose you're also the inventor of the Z80, 6502 and 6802 and you hand built your PCs from raw materials, huh?

      Nope, that was not me.

      --
      /. refugees on Usenet: news:comp.misc
    20. Re:As an indie developer who is making a profit... by bfpierce · · Score: 1

      Mostly stops at the 'this thing is directly related to that thing', which is what I was saying oh wise AC.

      But bring on the ad hominems. I'll stand by what I said.

    21. Re:As an indie developer who is making a profit... by bfpierce · · Score: 1

      The entire crux of the article is 'we don't make games like we used to', and the counter argument in this particular post is 'I use Unity, so I do'.

      My point is no, you really aren't. What you're doing is licensing the work done by said team and forgetting they exist. Work done specifically to game development, as in 'stuff these AAA big companies are hiring staff to do' as mentioned in the article.

      Honestly I thought it was pretty clear from the context. Jumping to 'integrated circuits' and 'what about those guys that invented binary' is just arguing from a point of stupidity, or trolling, I don't know which.

    22. Re:As an indie developer who is making a profit... by jimbolauski · · Score: 1

      You had to rely on the instruction sets of the Z80/6802/6502.

      --
      Knowledge = Power
      P= W/t
      t=Money
      Money = Work/Knowledge so the less you know the more you make
    23. Re:As an indie developer who is making a profit... by jimbolauski · · Score: 1

      What do you call the instruction sets they used on the chips to control everything? It's a very rudimentary library but still a library of commands.

      --
      Knowledge = Power
      P= W/t
      t=Money
      Money = Work/Knowledge so the less you know the more you make
    24. Re:As an indie developer who is making a profit... by Anonymous Coward · · Score: 0

      So your games were still built off of the work of others.

    25. Re:As an indie developer who is making a profit... by Anonymous Coward · · Score: 0

      Mostly stops at the 'this thing is directly related to that thing'

      Ahh yes, because computer hardware isn't directly related to running computer software.

    26. Re:As an indie developer who is making a profit... by Grishnakh · · Score: 1

      That's not a "library", it's an instruction set. It's two different things. A "library" in software is a collection of subroutines that can be reused from project to project and allow you to develop software faster than having to reinvent the wheel every time. An instruction set is the most primitive way to interact with a CPU, and consists mainly of instructions used to move data and to perform logical or arithmetic operations on it. More modern CPUs (esp. Intel ones) do have more complicated instructions available to do somewhat more advanced operations, and these instructions are then interpreted into simpler RISC instructions in the core, but we're talking about games from the late 1970s here, they used very primitive CPUs, not modern SIMD CPUs with vector coprocessors. Some of them didn't even use CPUs at all; they used discrete logic only.

  5. Is that true? by Anonymous Coward · · Score: 1

    What about the indie studios releasing indie games with teams of 1-4?

  6. Shed = Mama's Basement by __aaclcg7560 · · Score: 1

    I've never heard of any games being developed inside a shed. A garage I can understand as that is part of the Silicon Valley mythos. But a shed?!

    1. Re:Shed = Mama's Basement by Anonymous Coward · · Score: 0

      I once created a D&D campaign in a shed. Does that count?

    2. Re:Shed = Mama's Basement by Anonymous Coward · · Score: 0

      Maybe you're a provincial America. Lots of people in the UK have sheds where they work on hobby projects.

    3. Re:Shed = Mama's Basement by pr0fessor · · Score: 1

      Sheds for hobby work is more a mid-west US thing than Silicon Valley I would imagine.

    4. Re: Shed = Mama's Basement by Anonymous Coward · · Score: 0

      A pussy-assed UK denizen calling a yank provincial... that's rich. The thing that cracks me up is that you're all so inept at home improvement despite having these 'sheds'. You need a 'proper' plumber, electrician, carpenter, etc, because all of your emasculated boys don't pick these things up when they're young.

    5. Re:Shed = Mama's Basement by Anonymous Coward · · Score: 0

      In Silicon Valley, like most of California, the home owners' association wouldn't allow a shed...

    6. Re:Shed = Mama's Basement by desdinova+216 · · Score: 1

      I'm going to make a guess but what's called a shed in the UK is a garage in the US?

    7. Re:Shed = Mama's Basement by Anonymous Coward · · Score: 0

      Yep.

    8. Re:Shed = Mama's Basement by Anonymous Coward · · Score: 0

      No, they're not pretentious enough to call it a garage. They just call it a car hole.

    9. Re: Shed = Mama's Basement by Anonymous Coward · · Score: 0

      You need a 'proper' plumber, electrician, carpenter, etc, because all of your emasculated boys don't pick these things up when they're young.

      Nah, it's because I don't do jobs that are beneath my status. If you want to handle faeces, replace old wiring or drill holes in wood and pretend that those are high skill jobs, go right ahead.

  7. frankly our new process is best. by nimbius · · Score: 5, Funny

    Our studio uses a contemporary coding process thats actually quite simple.
    1. check out the code in git.
    2. make your changes
    3. screw something up, or not, delete the entire directory and copy it from a friends laptop at a bar
    4. sacrifice an intern to the code goblin that now unaccountably lives in the ceiling.
    5. did that copy thing fail? okay, uh, do 'man git' and let your eyes just glaze right over...bill in design says thats how he gets it to work.
    6. no worries, probably just a very minor thing, im told the goblin is gone and the second story window near the parking lot is completely blown out.
    7. have a stand up scrum down burn through meeting with a swimming pool lane change and a shift merge from your branch goal. Does GIT do that? did it ever?
    8. check the microwave in the breakroom...donnies had that hot pocket in there for like 8 minutes and its causing a lot of anxiety...
    9. management said the software is done, so uh, tidy up what you were working on and stop dicking around in GIT.
    10. there ya go, codes out and the software is a huge success. the next upgrade should OH CHRIST ITS THE GOBLIN SOMEONE GET THE AMULET!!

    --
    Good people go to bed earlier.
    1. Re:frankly our new process is best. by __aaclcg7560 · · Score: 1

      Our studio uses a contemporary coding process thats actually quite simple.

      Your process is missing a few things. Your programmers don't write unit tests and you don't have dedicated QA team to look for bugs.

    2. Re:frankly our new process is best. by Anonymous Coward · · Score: 0

      Honest question, is GIT really that hard to understand and integrate into your process? It took us about a week to develop muscle memory for the switches/options/parameters. But as far as the conceptual end like branches and rebasing goes, it was pretty straightforward for all members of our team.

      Just curious where others are having difficulty with it, maybe coming from the star model (SVN) puts up mental barriers?

    3. Re:frankly our new process is best. by jeff4747 · · Score: 4, Insightful

      Our studio uses a contemporary coding process thats actually quite simple.

      Your process is missing a few things. Your programmers don't write unit tests and you don't have dedicated QA team to look for bugs.

      So he's accurately portraying contemporary coding processes at game development companies.

    4. Re:frankly our new process is best. by Anonymous Coward · · Score: 0

      Not missing. Unit tests and QA are costs, and in today's lean environment, we need to keep costs down.

    5. Re:frankly our new process is best. by __aaclcg7560 · · Score: 1

      So he's accurately portraying contemporary coding processes at game development companies.

      Not sure about unit tests. I was a video game tester for six years at Accolade/Infogrames/Atari (same company, different owners, multiple personality disorders). Everything got tested.

    6. Re:frankly our new process is best. by __aaclcg7560 · · Score: 1, Informative

      Not missing. Unit tests and QA are costs, and in today's lean environment, we need to keep costs down.

      That's fine as long as you deliver a flawless product. Fixing mistakes after the product is in the hands of consumers can get very expensive.

    7. Re:frankly our new process is best. by CronoCloud · · Score: 1

      Obligatory JIra Jr:

      https://www.youtube.com/watch?...

      "Are we doing any usability testing?"

      "No time!"

    8. Re:frankly our new process is best. by bad-badtz-maru · · Score: 3, Informative

      For my team, it just added complexity with no benefit. Team's workflow with SVN was "update early and often". Commit changes. That was basically it. With Git it's been an insane nightmare. The only thing I can figure is that either most teams use the "gateway" merging model, where one person does most of the merging, or the teams do not frequently have multiple developers working in the same files. Under years of SVN, merging was a nonissue for the team. Under Git, there's always some sort of drama.

    9. Re:frankly our new process is best. by Anonymous Coward · · Score: 0

      Pfft. Atari. How long ago was that.

      Everybody knows the players are the (free) testers, and that fixes for the freemium economy and any unintended customization or fun things (and maybe the very most egregious bugs ... eventually) will be fixed in a later patch. Can't let players customize stuff too much or have the wrong kind of innocuous fun, or get shit for free or earn funbux too quickly and easily.

    10. Re:frankly our new process is best. by __aaclcg7560 · · Score: 1

      Pfft. Atari. How long ago was that.

      I left in 2004.

    11. Re:frankly our new process is best. by ItsJustAPseudonym · · Score: 1

      SVN works. So can git, if you choose a good methodology: Driessen's git-flow branching model

      git-flow is what allowed me to start choosing git for projects. There is less drama involved. ("Drama" was a good way to express it, by the way.)

    12. Re:frankly our new process is best. by lgw · · Score: 4, Informative

      That's fine as long as you deliver a flawless product. Fixing mistakes after the product is in the hands of consumers can get very expensive.

      I see you're out of touch with the modern game industry. A game that actually works the first week after release is newsworthy, and game disks often contain only a Steam installer (and the few console games I've played similarly downloaded the whole game before they were ready to play, and often did again within a couple weeks after they came out).

      Steam refunds are working on making the "release crap and (optionally) patch later" strategy less profitable, but it's still quite common.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    13. Re:frankly our new process is best. by lgw · · Score: 1

      Honest question, is GIT really that hard to understand and integrate into your process?

      https://xkcd.com/1597/ pretty much says it all.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    14. Re:frankly our new process is best. by Anonymous Coward · · Score: 0

      Git works perfectly fine. You're just a git if you have issues with Git. If you're having issues where a dev can't expect a rebase to work right or can't easily hand-merge their damn commit, you're doing everything **WRONG** out of box (Protip Hint (from a 30+ year veteran of the industry): If you've got such divergent commits that Git itself can't figure it out or you've got other "drama" like that all the time, you're off doing stupid crap in the first place... Collisions like you're describing are solely due to your devs NOT communicating and working on the same features/functionality all the time. I'd friggin' FIRE your whole team if you did that, to be brutally blunt...)

    15. Re:frankly our new process is best. by bad-badtz-maru · · Score: 1

      25 year veteran here and you've made a pile of ASSumptions. I'm aware that Git works and I'm aware that, compared to SVN, it's a complete shift in the way merging is addressed. This makes perfect sense for Linux kernel development but doesn't necessarily map well onto every type of software development.

    16. Re:frankly our new process is best. by Anonymous Coward · · Score: 0

      Wait, in 2004 you only had a game tester job? Are you a little kid or do you just not have any skills?

    17. Re:frankly our new process is best. by __aaclcg7560 · · Score: 1

      Wait, in 2004 you only had a game tester job? Are you a little kid or do you just not have any skills?

      I had a six-month software testing internship in 1997. Next job after that was video game tester (1997-2001) and lead video game tester (2001-2004). I've been doing IT support contract work since 2005.

  8. A Shame kind of by Anonymous Coward · · Score: 1

    Maybe it's because of my age but I kind of like the simplicity of the games of the 80's and early 90's. No big learning curve, no really big back story just jump in and play without a huge investment of time. But to make a game like that today with the consoles we have would just feel like a ripoff. There's a charm to having to have pixel perfect precision to making a jump or simple space shoot em ups, or even flying your weird ostrich around in Joust and don't even forget Tapper.

    1. Re:A Shame kind of by Wycliffe · · Score: 1

      But to make a game like that today with the consoles we have would just feel like a ripoff.

      Maybe with consoles but my kids (age 8 and 10) hardly touch their console. They spend most of their time playing tablet games which are very much like the old school games. Simple graphics easily created by one developer. Many are side-scrollers that look like something pulled straight out of the 80s. Some even go out of their way to make it look like pixelated 80s games.

    2. Re:A Shame kind of by tepples · · Score: 1

      One problem with gaming on a tablet is that compared to a joystick and buttons that gives tactile feedback when an action is input, a flat sheet of glass gives far less feedback. Thus many genres need to have their control schemes completely rethought for a flat sheet of glass. Do your kids use an external Bluetooth controller with their tablets? If not, do they stick to point-and-click games or 1- or 2-button continuous runners?

    3. Re:A Shame kind of by nomadic · · Score: 1

      I started playing PC games in the 80's and I have to disagree; the best games back then were complex ones, the open-world RPGs like Wasteland and Ultima 4-onwards. Or Infocom. They actually were in many cases more complex in terms of what you had to do than the blockbuster big-studio games now.

    4. Re: A Shame kind of by BlytheBowman · · Score: 1

      Depends on the mood i am in. Many of the old Atari 2600 games were quite addictive, and a hell of alot more enjoyable than many the AAA 3d super high tech games of today, even with the primitive, flickery, stairstep edged sprites. Often, I find the 3d detracts from the game play, as the authors feel they need to have all kinds of spinny fancy character animations that are implimented in a way that they break and interupt the flow of gameplay (A very big no no in an action/arcade game), Worse, they feel the need to perodicaly take most control out of the players hands in the midde of levels, in order to show some super fancy "oh wow" sequence (this is a huge problem in the 3d Sonic games, and while they had these kind of sequences as far back as Sonic CD, it is not nearly as disruptive in the 2d side scrolling Sonics). 3d is fine, but if it's going to disrupt the flow of gameplay or make the game suck, then stick with 2d levels and sprites instead. It's not the late 1990s anymore,so not all games need to be 3d in order to sell.

    5. Re:A Shame kind of by Wycliffe · · Score: 1

      One problem with gaming on a tablet is that compared to a joystick and buttons that gives tactile feedback when an action is input, a flat sheet of glass gives far less feedback. Thus many genres need to have their control schemes completely rethought for a flat sheet of glass. Do your kids use an external Bluetooth controller with their tablets? If not, do they stick to point-and-click games or 1- or 2-button continuous runners?

      I think most of the games are tap to jump or tap to shoot type games. I didn't say that they are comparable gameplay. Even an NES with a joystick and 2 buttons is superior gameplay. The point I was making was that they have nice consoles and for some reason would still rather just use their tablets. Not exactly sure why, honestly but I know that they are not the exception. It seems most people accept the limitations of a tablet and still prefer playing on a tablet or phone even when other options are available. One thing I can say is that because most games on tablets are free it does allow them to sample and find many more games versus having to pay for every title on the console.

  9. Minecraft... by Anonymous Coward · · Score: 0

    ...is still considered pretty modern, right?

  10. Can, But... by Anonymous Coward · · Score: 0

    About a dozen years ago, my friend and I made an award-winning 2D children's software game that was picked up by a publisher and nationally distributed in major retail chains. The problem with being one programmer and one artist is one of time: it took us several years of free time to complete.

  11. Puff Piece by Anonymous Coward · · Score: 5, Insightful

    And more often than not, those AAA games turn out to be fast-food McVideo games with all the bullshit that comes with prioritizing revenues over gameplay.
    There's plenty of examples of indie hits not made by AAA studios, this article is just a Ubisoft puff piece for that abhorred thing called a Watch Dogs sequel and their other less than exciting franchises.
    Seriously, what happened to Ubisoft after Assassin's Creed 2?

    1. Re:Puff Piece by tepples · · Score: 4, Funny

      Will I actually get to watch some dogs in the next Watch Dogs?

  12. Oh really? by Anubis+IV · · Score: 5, Informative

    I'll grant that the small team is no longer the industry norm, but suggesting they don't make them like that any more is just preposterous. The biggest game launching this month, No Man's Sky, was originally developed by a team of just five developers. It wasn't until a year or two into development (well after the game was announced and the first trailer shown) that they brought in five more developers. And I was just looking at Prey For the Gods the other day. It's being made by three guys working out of a basement or garage, as I recall. Braid was a two-person job (programmer + artist) with music that was licensed from others. And how could I forget mentioning Cave Story, which was entirely developed by a one-man "team" who did all of the artwork, programming, and music himself?

    Pick an indie game, and it's likely built by a small team. They may not all stay small (e.g. Minecraft), but you can only suggest they don't make games like that any more if you start by ignoring the entire indie scene which is doing quite well for itself.

    1. Re:Oh really? by Mashiki · · Score: 1

      The biggest game launching this month

      That'd be Deus Ex: Mankind divided. I'm expecting No Man's Sky to be kinda like Elite: Dangerous, lots of potential falls flat on it's face with execution. If it manages to pull a Minecraft I'll be pleasantly surprised, No Man's Sky is the biggest indie title to launch this month though.

      but you can only suggest they don't make games like that any more if you start by ignoring the entire indie scene which is doing quite well for itself.

      Look at the source: The Guardian, don't be surprised at the lack of research that goes into what they're pumping out these days. It's the same across the board though with most publications, they need to draw in the hits to stay alive. And considering the crap they're pumping out, and how much money they're blowing through per year? We won't have to worry about it much longer, their entire stockpile of cash will be gone in 7 years.

      --
      Om, nomnomnom...
    2. Re:Oh really? by Anubis+IV · · Score: 1

      Truthfully, I had forgotten about Deus Ex coming out this month, despite owning most of the games in the franchise, otherwise I would've couched my phrasing a bit more carefully for exactly the reasons you pointed out. And you may well be proven right about Deus Ex being bigger in the end (it's certainly bigger in terms of budget), but it looks like I'm not alone in thinking No Man's Sky is a bigger launch.

    3. Re:Oh really? by Mashiki · · Score: 1

      To be honest trusting a poll on gamefaqs is like trusting neogaf not to ban you because you like breasts on a women these days.

      --
      Om, nomnomnom...
    4. Re:Oh really? by _xeno_ · · Score: 4, Interesting

      I'm expecting No Man's Sky to be kinda like Elite: Dangerous, lots of potential falls flat on it's face with execution. If it manages to pull a Minecraft I'll be pleasantly surprised, No Man's Sky is the biggest indie title to launch this month though.

      It won't. The reviews are coming in and they're brutal: it's interesting for the novelty factor at first, but quickly becomes tedious and boring. The "procedurally generated planets" boils down to "picks a few random colors and resources." Even people who enjoyed it can't recommend it to other players because it's yet another one of those games that mistakes "hours of content" for "depth." Because if you had fun doing a task once, clearly you'll have 100 times as fun doing it 100 times. That's how fun works, right?

      Which is a problem I've seen a lot in games recently: the apparent assumption that the solution to a lack of gameplay is to just repeat the same gameplay many times, as if that will make up for a lack of content.

      I guess they really don't make them like they used to, when it was OK for a game to be short as long as it was fun to play.

      --
      You are in a maze of twisty little relative jumps, all alike.
    5. Re:Oh really? by Mashiki · · Score: 1

      Which is a problem I've seen a lot in games recently: the apparent assumption that the solution to a lack of gameplay is to just repeat the same gameplay many times, as if that will make up for a lack of content.

      Shouldn't be a surprise though, a lot of the big names(Polygon, Kotaku, RPS, etc) in games media publications are still on the "walking simulators are great! Walking simulators will even love you through those long cold nights."

      --
      Om, nomnomnom...
    6. Re:Oh really? by Anonymous Coward · · Score: 0

      Not to question the intent of your post because it seems likely correct but "preposterous?" Really? Are you also "terrified" at the prospect of who'll likely become the next president too? Because if you are you've never really been truly terrified in your life.

    7. Re:Oh really? by Anonymous Coward · · Score: 0

      Some games are still made by small teams, not black & white where developer teams can only get larger. But the smaller teams' coverage does get smothered by big-money game corps that's for sure. Not on purpose necessarily, but when did two guys and their heartfelt attempt at a game get more attention than the screens at an EA Madden presentation? Just big shadows in the way is all, they're still making games though. *look at APP stores & DLC*

    8. Re:Oh really? by Anubis+IV · · Score: 1

      GameFAQs definitely has its own hive mind, just like any other site that's been around for awhile, and they definitely lean in certain directions that differ from the mainstream. Even so, all I was attempting to get at is that No Man's Sky is shaping up to be a much-anticipated launch, arguably the biggest one this month. Given the level of coverage in the press, the water cooler talk I've been hearing around the office, and other anecdotal evidence such as the poll, I think that's a fair assessment.

      For my part, I currently have no plans to purchase or play either of the two titles we're discussing. No Man's Sky isn't my cup of tea (I generally view giant sandbox games as an unwanted time sink), and I want to play through the other Deus Ex titles I already own before I purchase any more.

    9. Re:Oh really? by Anubis+IV · · Score: 1

      [...] but "preposterous?" Really?

      Yes, "preposterous". Silly. Contrary to reason. Absurd. Suggesting a premise is preposterous because there's an ample supply of evidence to the contrary is an appropriate use of the word "preposterous". Anyone who had given even a cursory glance at the industry (which we'd hope would include journalists paid to research the topics they write about) should have been aware of how patently absurd their premise was.

      And while I don't see any relation between politics and the topic at hand, no, I'm not afraid of the stuff going on in the current US election cycle.

    10. Re:Oh really? by Prien715 · · Score: 1

      ^THIS^

      Even old school JRPGs like Final Fantasy VII only managed around 30 hours of gameplay.

      No Man's Sky has a bigger world than an MMO like WoW...but has tedious crafting/gathering/combat like WoW.

      Take the most tedious MMO ever made and just remove the multiplayer. Great game idea.

      --
      -- Political fascism requires a Fuhrer.
    11. Re:Oh really? by Anonymous Coward · · Score: 0

      I forgot about Deus Ex since Human Revolution was a HUGE disappointment. Eidos Montreal and Square-Enix was the worst thing to happen to the series.

      I'll stick with the original masterpiece and Invisible War.

  13. Yes they do by Anonymous Coward · · Score: 1

    Gems such as Stardew Valley, Banished, Factorio, and even less successful games such as Castle Story, Rimworld, Gnomoria, are all created by either a single person or a small team. AAA-Games need a big team, but they are all soulless pieces of designed by committee shit, a bit like Hollywood.

    Now if you'll excuse, I've gotta play.

  14. Minecraft? by JasterBobaMereel · · Score: 3, Insightful

    ...They do make them like they used to ... then they become larger, then they sell out to a large company

    --
    Puteulanus fenestra mortis
  15. That's a lot of people by Anonymous Coward · · Score: 1

    Back in the 1980s, when the industry was in its infancy, games were often created by two-person teams consisting of one programmer and one artist.

    For most games, that's a exaggeration. It was half that many people. The programmer had to draw the 8x8 pixel image of the rocket, and if didn't look all that great: fuck you, I never claimed to be a graphic artist. You can tell it's a rocket, so quit complaining.

  16. O Rly? by wbr1 · · Score: 3, Insightful

    We don't manufacture cars the way we used to. We don't build houses the way we used to. That and a million other things. Time marches on, methodologies and scale changes, sometimes for the better. Sometimes not.

    --
    Silence is a state of mime.
    1. Re:O Rly? by JustAnotherOldGuy · · Score: 1

      We don't manufacture cars the way we used to. We don't build houses the way we used to. That and a million other things. Time marches on, methodologies and scale changes, sometimes for the better. Sometimes not.

      Exactly. Almost nothing is done "they way it used to be done", and most of the time that's a good thing.

      --
      Just cruising through this digital world at 33 1/3 rpm...
    2. Re:O Rly? by dinfinity · · Score: 2

      Yes. The expression "They don't make em like they used to" is meant to convey an appreciation of the quality of the products, not their production process.

      You know what else isn't made like it used to? News.

    3. Re: O Rly? by BlytheBowman · · Score: 1

      . We don't build houses the way we used to###### This is actualy quite a shame, as old houses were typicaly built strong, and have a unique and beautiful character you just don't see today anywhere. What I see being built now is either some IKEA box, or a McMansion type house that is a very pale interpretation of the old, classic designs of about a century ago. They might be energy efficient, not drafty, have modern utilities, etc, but they are also built cheaply, and start decaying and falling apart in short order. The materials used is cheap imported shit, and lets not forget the Chinese drywall scandal not too long ago where the drywall was emitting corrosive gas that ate away at electrical wiring and metal plumbing. Change is NOT always good

    4. Re: O Rly? by operagost · · Score: 1

      Survivor bias. Cheap houses were made back in the day, too, but they've long fallen (or burned) down.

      Do people take shortcuts now? Yes, but today's standards, whether set by the industry or governments, are far superior to those of the past. We don't run cotton-insulated wires across ceilings to bare bulbs with exposed brass terminals and no ground wires. We use advanced foam materials and fibreglass for insulation, instead of newspaper (or nothing). We don't use exposed wooden beams. We use double and triple-paned windows made of materials that don't rot. We use copper and PVC plumbing, not lead that poisons, clay that breaks and iron that rusts. We ventilate our roofs.

      This is all coming from a guy who owns a 216 year old house. There are other stone houses that are only piles of rubble now because their beams rotted, the masonry work was poor, or they burned because of unsafe lighting. Wood houses? If they exist from over 200 years ago, it's because they were diligently maintained.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    5. Re:O Rly? by bazorg · · Score: 1

      for a moment there I thought you were going to Godwin this. :D

  17. Don't count me out yet. by Zaurus · · Score: 1

    Don't count me out yet. I'm half of a two-man team. Okay, plus some short-term contract work to help us with this or that.

  18. Games ain't like they used to be... by Anonymous Coward · · Score: 1

    In the late 70's to early 80's, video games played by pinball rules: get the high score to win. In the mid 80's to mid 90's the pinball mechanic was adapted and games had a story structure with a clear beginning and end. In the mid-late 90's games graduated in a big way to be able to tell a cohesive story in a way few games before had done. By the mid 00's the pinball mechanics were being phased out with more of an emphasis on story (but achievements took the place of a score) with some "choose your own adventure" type sand-box play. Gaming today is just an evolution of that. But I absolutely love the classic take on the modern ideas like Stardew Valley. I also loathe the "free" games that ship with a broken core gameplay mechanic that can be fixed via in-game purchases.

    Disclaimer: The dates I specified are in no way hard dates. Just the general trend as I remember it.

  19. The next step is obvious by fustakrakich · · Score: 2

    Gaming is growing so big and complex, the next version of Solitaire will require government funding, just like Hoover Dam.

    --
    “He’s not deformed, he’s just drunk!”
    1. Re:The next step is obvious by Voyager529 · · Score: 1

      Gaming is growing so big and complex, the next version of Solitaire will require government funding, just like Hoover Dam.

      Well, since Microsoft is requiring a subscription for Solitaire now, I'd say that they're well on their way.

  20. Team Size? by Anonymous Coward · · Score: 2, Interesting

    When I first read the title, I assume they would be complaining about how games have changed over time.

    Pay to Win taking over, especially in the mobile market.
    Games that only let you play so much at a time before you are cut off - unless you pay. Half the reason for cutting you off is that there isn't much depth to the game and you could finish in an hour.
    Puzzle games that are too easy and over way too fast because people have a short attention span - and even those you can pay to skip levels.
    Inability to fail / lose a game. You die and you simply pick up where you left off with no penalty.

    No one makes games like Mario Bros. No save. You die - Start from the beginning. If you want to win, you must be perfect.
    I'm not saying Mario Bros is the greatest game ever, but it's better than most games today with their awesome graphics.

    1. Re: Team Size? by bistromath007 · · Score: 2

      There are many games that still demand absolute perfection. Which Mario Bros. didn't, incidentally. You had multiple lives and many ways to get more. The main difference was that you couldn't stop to eat or sleep until passwords and battery backups were thought of, which nobody in their right mind considers a feature.

      The other difference is that most modern games make that an optional mode which confers an achievement so you can go brag about it to everyone who will quietly pity you for it. This is because most people, including those of us who vividly remember the 8-bit era, don't consider that fun. It only ever existed in the first place because games had just got out of arcades, where they were meant to you off after a certain amount of time, and you had to pay if you wanted more.

      Any other profoundly misguided complaints about modern games?

    2. Re:Team Size? by CastrTroy · · Score: 1

      The problem with the old games that you had to beat all the way through without losing X number of lives is that they could only be so long. Maybe 3 or 4 hours of play time at most. Imagine a game like Super Mario Galaxy which might require 20 hours to beat even with unlimited lives. Imagine every time you lost too many lives you had to start all the way over from the beginning. How many people would beat that game? Almost nobody is going to replay 19 hours every time they die on the last hour of game play. Either you give people a way to get unlimited lives in the first couple hours of gameplay, or you make it so that lives only count within individual stages. If you don't do something like this, then games become unbeatable for all but the people who want to totally devote their life to a game. Even most of the people I know who played Mario 1,2, and 3 never beat any of them without resorting to warping, which brought the play time down to about 30 minutes.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    3. Re: Team Size? by Anonymous Coward · · Score: 0

      So your think Candy Crush is the ultimate in gaming. LOL

  21. Behead those who write about video games without k by bistromath007 · · Score: 1

    Several of my favorites from the past few years were made by one guy.

    The game voted best of all time on GameFAQs last time was released last year by one guy.

    Just stop.

  22. Re: Behead those who write about video games witho by bistromath007 · · Score: 1

    That was supposed to say "without knowing anything about them."

    The title box usually stops you when you're out of room, why isn't this behavior consistent? :/

  23. In other news.... by BlytheBowman · · Score: 1

    ...they don't manufacture cars in wooden sheds, use non safety glass for the windshield, or fill them with leaded gasoline anymore.

  24. Xonotic by future+assassin · · Score: 1

    An Open Source FPS is still being built in people bedrooms by a small team. http://www.xonotic.org/ There's also a MOD that lets you mke massive changes to the game and physics to basically create crazy game play. https://github.com/MarioSMB/mo...

    --
    by TheSpoom (715771) Uncaring Linux user here. I have nothing to add to this but please continue. *munches popcorn*
    1. Re: Xonotic by Anonymous Coward · · Score: 0

      That looks, sounds, and plays like a direct copy of unreal tournament.

    2. Re: Xonotic by future+assassin · · Score: 1

      Its beyond UT. Try out the Minsta and Hook servers. Although not my cup of tea is quite cool game play. There's also Jetpacks and Overkill Mod with more futuristic player models.

      --
      by TheSpoom (715771) Uncaring Linux user here. I have nothing to add to this but please continue. *munches popcorn*
  25. Dwarf Fortress by drunken_boxer777 · · Score: 1

    Two words: Dwarf Fortress.

    Nobody makes them like that, except Tarn Adams.

    http://www.nytimes.com/2011/07...

    1. Re:Dwarf Fortress by Art+Challenor · · Score: 2

      Two words: Dwarf Fortress.

      Flappy Birds

  26. Useless Article by Anonymous Coward · · Score: 0

    How many devs made Minecraft? Last I checked it sold for 2.5 billion. Now for these triple a titles that have multiple devs.....no shit we all knew that. There are also many single dev teams too. THIS IS NOTHING NEW, well not since the 80's.

  27. I used to work on big teams at EA by SWGuy · · Score: 1

    Now I'm building a seamless open world massively multiplayer real time strategy game in the style of Command & Conquer BY MYSELF. How could one guy do that? Dedication and licensed art and sound effects. Big team or little the job is no different. Yes, I should have picked something easier - but what fun would that be?

    The Imperial Realm::Miranda: [theimperialrealm.com]

  28. Duh by krkhan · · Score: 2

    They quite literally don't make anything the way they used to. Do you think a single person these days can create a spreadsheet program that's of any good in terms of feature parity with the other offerings?

  29. I dont buy games like i used to by Anonymous Coward · · Score: 1

    I used to pay attention to the big coding houses like EA & Rockstar.

    Now, you couldnt pay me to play a game by EA or Rockstar. I'm tired of the same cookie-cutter crap year after year. I only buy indie titles, theyre the only ones doing something new.

  30. Is this that "entitlement" I hear about? by hackwrench · · Score: 1

    I know that I'm hearing a lot of "I can't figure out this stuff" from both of you. I play console games because there are good games that aren't on a PC, or that controller support is better or the console is simply cheaper hardware than PC. I've bought a lot of rereleases of old PS1 games on the PS3 Bought most of the Final Fantasies available. Don't know what else. Know what I'm not doing? Insisting that if my playing environment isn't on a PC I'm going to have a bad time or that I can't find something plenty enough good to do with my time.

    1. Re:Is this that "entitlement" I hear about? by Anonymous Coward · · Score: 0

      That's cool. You like subpar games, poor graphics and shitty controls. To each their own!

    2. Re:Is this that "entitlement" I hear about? by Anonymous Coward · · Score: 0

      A PC fails at any game that isn't point-and-click. They excel in FPS, MMORPG, RTS, MOBA, etc.

      Like it or not, a console (older than PS4 and XB1, anyway) has a smoother experience. You never have to worry about drivers working, malware, incompatible hardware, and so on. You get a machine that you know every game was made and optimized for instead of having to guess at the specs you'll need for a given game (Recommended is often not good enough for 1080p 60fps, for example)

      PCs have great potential and awesome hardware, but most of it's squandered by shitty programming, the necessity of supporting literally thousands of different pieces of hardware, OSes that aren't dedicated to the task of gaming and engines so heavily abstracted that performance really isn't as good as it should be on PC. When everything works perfect, PC gaming can be awesome. Sacrifice some specs and flashy graphics, and you can use a machine that has 1 hardware profile and controllers that are designed to work 100% for every game. The PC simply can't match the convenience and peace-of-mind that consoles offer.

      That said, I game on both.

    3. Re:Is this that "entitlement" I hear about? by Anonymous Coward · · Score: 0

      A PC fails at any game that isn't point-and-click.

      Really? Because I have a keyboard, mouse, gamepad, flight stick, flight yoke, throttle, steering wheel with pedal and various other input devices. You're going to have to try harder than outright lies.

      They excel in FPS, MMORPG, RTS, MOBA, etc.

      They excel in everything.

      Like it or not, a console (older than PS4 and XB1, anyway) has a smoother experience.

      LOL. Enjoy your 720p with sub 60 FPS.

      You never have to worry about drivers working, malware, incompatible hardware, and so on.

      I don't worry about those things on my gaming PC because it just works.

      You get a machine that you know every game was made and optimized for instead of having to guess at the specs you'll need for a given game (Recommended is often not good enough for 1080p 60fps, for example)

      I think you missed all of the console add-on peripherals/upgrades and the announcement of the updated PS4 and Xbone which will make all existing units worthless. Better start checking the back of those game boxes to make sure it will work with your PS4 and not just the PS4 2nd revision. Even a low end PC can handle graphics on par with the latest consoles and thanks to PC games allowing the player to change settings, it can be customized for best performance. You can't do that with console games because you're locked into what they give you, even if it's shit resolution, shit framerates and shit button layouts.

      PCs have great potential and awesome hardware, but most of it's squandered by shitty programming, the necessity of supporting literally thousands of different pieces of hardware, OSes that aren't dedicated to the task of gaming and engines so heavily abstracted that performance really isn't as good as it should be on PC.

      And yet PC games always look orders of magnitude better than console games.

      Sacrifice some specs and flashy graphics, and you can use a machine that has 1 hardware profile and controllers that are designed to work 100% for every game.

      Better check again. That PS4 2nd revision or Xbone 2nd revision titles may not be working very well on your PS4 1st revision or Xbone 1st revision.

      The PC simply can't match the convenience and peace-of-mind that consoles offer.

      You're delusional.

  31. Re:Behead those who write about video games withou by Anonymous Coward · · Score: 0

    The game voted best of all time on GameFAQs last time was released last year by one guy.

    Why should we care what 'Sephiroth is the best vg character EVAR' thinks about games? Especially about THE BEST GAME EVAR (that I can guarantee was made within a year of that poll, and is probably on its way to being largely forgotten except by a few insane-fandom places like tumblr or gamefaqs.)

  32. Re: As an indie developer who is making a profit.. by Anonymous Coward · · Score: 0

    My first demos were also written in hand-compiled Z80. Some of the later ones used polymorphic self-generating code (although I was using an assembler for the most part by then). You tell kids that these days and (as parent demonstrates) they don't believe you.

  33. Re: As an indie developer who is making a profit.. by Anonymous Coward · · Score: 0

    No, you just fail at reading comprehension.

    I am older and far more experienced than you are, junior.