just play indie
The last one grinds my gears the most.
Trying to bring microtransactions into MY single player experience is absurd. I feel no shame in taking a debugger to it and ripping that out.
The minimum requirements one is a bit of a weird one, as those were definitely a thing back then. Gaming pushed computer technology a lot and personally many of my computer upgrades were motivated to play the latest games.
I remember upgrading my PC for Duke3D from 4MB to 8MB, it cost me my entire paycheck.
Yeah, imagine the games we could have if this had not stopped because of consoles.
Not saying it was a good development. Just saying it rapidly developed game graphics and systems.
When games like Half-Life were released im pretty sure most people didnt have a 3d capable GPU
Yeah, Quake 2 recommended a Pentium 133, and that was released two years earlier(the AMD equivalent was released only a year and a half before the game). It required a Pentium 90 which was three years old, but it didn’t run smooth from what I remember.
That sort of requirement for a major component today would be considered self-sabotage for most non-vr pc games.
I wouldn’t put most of that on devs.
Just the one about Larry and his breast milk fetish
deleted by creator
Game publishers*
Game devs back then were also the company owners and CEOs.
well good thing thats not the case anymore!
imagine how bad video games would be if these imbecils had any more power smh
/s :<
That first one doesn’t make any sense. Every processor has its own assembly language. The game would run on YOUR machine and any others running the same processors, but you’d have to build a custom version for any other processor you want to support.
That said, it could potentially be insanely well optimized for that platform if everything was hand coded.
That one is about Chris Sawyer. He’ll remind people that there was a bit of C in there, but 99% x86 assembly / machine code in his words.
For anyone interested in why, C was new and didn’t yet optimize to the same level that a clever and experienced human could optimize Assembly. IIRC, by the time he was developing Roller Coaster Tycoon, C compiler optimization was on par with human Assembly optimization, so it was the last notable game written entirely in Assembly for optimization purposes.
I think this was the video I watched where I learned this: https://youtu.be/0JouTsMQsEA
I think he only used C to build the installer. The rest was coded in x86 assembly.
Building anything in x86 assembly is a gargantuan effort, but then Chris Sawyer built a game on the same level of scale as RollerCoaster Tycoon…
There is some C in the game as well:
It’s 99% written in x86 assembler/machine code (yes, really!), with a small amount of C code used to interface to MS Windows and DirectX.
https://web.archive.org/web/20201108105209/http://www.chrissawyergames.com/faq3.htm
Regarding the always online for singleplayer: https://stopkillinggames.com/
ya have to consider that game development back then was a hobby/new business venture and the corporations hadnt gotten its capitalist, profit-maximizing ray all over the process yet
just look at indies vs the usual story of how upper management gets in the way of development
Exaclty. I can find you an indie game in the last couple years for each top-line category. Well, except coding the entire game in assembly. I mean, it’s a flex, but we just don’t live in that world of necessity anymore.
Imma need some context on that breastmilk one.
Jesus Christ that’s horrible.
I’m in love with the amount of different wojaks that are there these days.
There are like two at best
🎶its uncompressed asset time🎶
Big if true.
100% that. They are essentially selling a broken product, it is ridiculous.
How the games back then looked:
Except that they are talking explicitly about games like Rollercoaster Tycoon and Doom. Full colored games with animations, soundtracks, the whole thing (and aged pretty well too, imo)