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MudMan, do gaming w Then vs Now
@MudMan@kbin.social avatar

Bloat is out of control because games are HUGE and you can often trade size for performance if you have enough memory to do so.

Also, memory used to be extremely expensive, especially catridge ROMs. Outside of the Switch this is less of a concern now, that's true, but the tradeoff is you get to have pin-sharp high resolution assets and tons of performance optimizations instead of... you know, just chopping enough frames of animation to fit your sprites in 16 megabits then charge a hundred bucks for the extra-sized cart. You can buy a terabyte of extremely fast storage now for the money it used to cost to buy a single game shipped on a cartridge.

MudMan, do gaming w Then vs Now
@MudMan@kbin.social avatar

And in fairness a lot of microcomputers at the time were closed specs. Even on PC for a while you were theoretically aiming at a 4Mhz XT or, at worst, also wanted to account for a 8MHz AT. By the time IBM clones had become... you know, just PCs, a lot of devs either didn't get the memo or chose to ignore it for the reasons you list.

Most of the time "lazy devs" are just "overworked and underfunded devs", but the point is, that didn't start this century.

MudMan, (edited ) do gaming w Then vs Now
@MudMan@kbin.social avatar

Hah. In fairness, sound cards weren't "minimum requirements". It's just that depending on the hardware you had the game would just have a completely different soundtrack, 75% of which sounded completely broken. If you were lucky the "minimum spec" was silence. If you were unlucky it was making your beeper sound like somebody had tripped a car alarm.

People these days are out there emulating Roland MT-32s on Raspberry Pis. I didn't have a sound card until the Pentium era. Every DOS game in my memory sounds like a Furby got a bad case of hiccups.

I leave this as an example, but please understand this is the absolute best case scenario. Michael Land and the rest of the Lucas guys were wizards and actually cared to tune things for multiple options, including really impressive beeper music.

https://www.youtube.com/watch?v=Fr-84mjV3CI

MudMan, do gaming w Then vs Now
@MudMan@kbin.social avatar

Right. That was common, too. Games were tiny and very expensive, so broken balance was often used to pad out length. And yeah, it got crazy once Americans started popularizing rental and publishers got desperate to make the games less economical to beat without purchasing them.

I did finish Ecco 1 legit, though. Once.

I've tried the last couple of stages a few times. I still don't understand how tween me managed that. Even on a CRT with original hardware and zero lag that's a stupid thing to try to do.

MudMan, do gaming w Then vs Now
@MudMan@kbin.social avatar

Oh, man, imagine thinking that minimum requirements weren't a thing before.

I once deleted the operating system just to fit a single game into my hard drive, booted from floppy while I was playing it and reversed the process when I was finished. Sometimes games were aiming at a specific speed of computer and if you had a computer that didn't run at that specific number of megahertz the game just ran like a slideshow or in fast forward. I didn't realize some of my favourite games were running under the speed cap for years sometimes. We just didn't have a concept of things running at the same refresh rate as your screen in the early 3D era until APIs fully standardized. Sometimes you upgraded your GPU and the hardware accelerated version of your old software rendered game actually ran slower.

Also, game developers "then" made arcade games that literally charged you money for dying, then charged you more money for effectively cheating at the game and actively asked you to literally pay to win. We used to think that was normal.

Also, also, we used to OBSESS about games being bigger. The size the game took up was heavily advertised and promoted, especially on consoles. Bigger was better. We were only kinda glad that CDs could do 500 Mb, so we could keep getting bigger on a single disk, but by the time FMV games got popular triple A games were back to coming into books with disks instead of pages. This was still seen as a selling point.

Also, also, also, the assembly code of a whole bunch of old games is sheer spaghetti. Half of the mechanics in NES games are just bugs. There are a couple of great Youtube channels that just break these down and tweak them. In fairness, they didn't have development tools as much as a notepad and a pencil, but still.

MudMan, do games w ‘Baldur’s Gate 3’ Studio CEO Refutes Ubisoft’s Subscription Model Comments
@MudMan@kbin.social avatar

I agree that dev to user is best, and I agree that the current greenlight processes for game publishers are pretty busted, no arguments there. I also have bigger issues with the sub model he's not even mentioning.

In fairness, though, I think for majors with that busted greenlight process the sub model does enable some games to get made that wouldn't otherwise. Some games just don't work at full price and just can't stack up to the major productions but they do get checked out in a sub. For smaller games and devs the sub money can guarantee survival.

But that doesn't take away that a subscription-dominated market is poorer, the preservation issues or any of the other problems with that being the primary thrust. Tech guys tend to be all-in on things and think they should be THE way because more money is more optimal and if they dominate then that's more money. In reality for a content ecosystem to thrive a multi-window ecosystem is probably best. Also, I want to buy games I can own, and the less they let me do that the more I want it, so... there's that.

MudMan, do games w Microsoft Confirms Plans To Release Xbox First Party Games “Across All Platforms”, Including PlayStation
@MudMan@kbin.social avatar

I'm not sure if you read my comment backwards or you're just agreeing with it?

Anyway, yeah, I think hte big problem gaming subs have is that unless you have first party ownership over every game in existence you can't do the Netflix thing of pretending to be selling the only expense you're ever gonna need. The way games work you engage with them too long and they cycle around too fast, so even if there is a big pool of games they offer it's just a big fat pit of FOMO and feeling bad for seeing that game you're mildly interested in come and go without actually having played it. I already have a stressful backlog without adding the pain point of monetizing my not getting around to all the games I'd like to play.

MudMan, do games w Microsoft Confirms Plans To Release Xbox First Party Games “Across All Platforms”, Including PlayStation
@MudMan@kbin.social avatar

Kinda. This is the exact opposite of that, in that they control the IP and went out to find an external dev with lots of subject matter expertise to make it.

On paper I'd say that's better than them buying Relic off of Sega, but then Sega fired a bunch of people at Relic this year, like everybody else, so what would have been better is very much up for debate.

MudMan, do games w Microsoft Confirms Plans To Release Xbox First Party Games “Across All Platforms”, Including PlayStation
@MudMan@kbin.social avatar

I'm not sure who "they" is in this scenario. If it's Microsoft Games Studios... well, yeah, they're a publisher. You just described what a publisher is.

I think if we're talking about their recent publishing strategy they've certainly been on a bit of a rut. There's still some interesting stuff happening with their IP. They got Relic to make a surprsiingly faithful Age of Empires, people do like Microsoft Flight Sim, that type of thing. But still, yeah, they've made a lot of purchases and we haven't seen new games coming out from most of those to justify those purchases, which does speak to a bit of a struggle to find a direction. That Hellblade sequel looks intriguing, but for a publisher with a lot of fully owned studios that has been fighting claims of monopolistic practices for their high profile acquisitions their output from that stable hasn't picked up pace yet.

I get it, games take forever to make now. That Hellblade game has been marketed for as long as the Xbox Series has, and that came out in 2020. Still, that itself is a problem. If the big oil tanker is hard to steer you have to plan your turns before you get to the icebergs. I do genuinely hope they get it together, though. That's a lot of talent, IP and potential to let run on idle for too long. Or worse, to fail in the context of a major corporation and stop getting support.

MudMan, do games w Microsoft Confirms Plans To Release Xbox First Party Games “Across All Platforms”, Including PlayStation
@MudMan@kbin.social avatar

OK, but that's not how reality works, you're making up offenses that nobody has committed because you've decided a particular brand is "bad" while ignoring actual offenses from brands you like and so have decided are "good".

So no, I'm gonna have to say your hypotheticals don't make their offerings any worse (or better) than Microsoft's or Valve's. Now, the pricing and lack of content? Yeah, we can talk about those. But those don't have anything to do with preservation concerns, lack of ownership or content churn, which are all legit issues with all digital distribution and subscriptions.

MudMan, (edited ) do games w Veteran Videogame Analyst: Subscription growth has flattened [in video games]
@MudMan@kbin.social avatar

There are valid criticisms, for sure. I was not in the original thread, though, so I don't know how willing to address those he is, but it's a valid point that it's not an all or nothing proposition. You can point out that subs aren't overtaking the market in gaming without implying that they should.

I'd be more interesting in debating whether subs are additive or not. I do know of anecdotal mentions of stunted sales on sub-forward releases, but I'd love to see more data about it (and what that means about revenue eventually, too).

But none of that influences the concerns on preservation one way or the other.

Honestly, I don't think you're right about the reasons growth has flatlined. I think the sub model just doesn't fit gaming best. The content just doesn't work well with the rotating carrousel of new and new-ish games most subscriptions have. I think Nintendo could be onto something, in the way Netflix was early on, in that you may be more willing to pay a fee to just have access to every single game before a certain point and from the beginning of time, but nobody is gonna figure that one out anytime soon.

MudMan, do games w Microsoft Confirms Plans To Release Xbox First Party Games “Across All Platforms”, Including PlayStation
@MudMan@kbin.social avatar

Sure, it has its uses. So do the subscriptions from Ubisoft or EA, though.

All I'm saying is that the digital distribution outlets that people like and have a good reputation (Game Pass, Steam) still have all the downsides that people love to get mad about in the alternatives they dislike. That doesn't mean you should refuse to use the ones you like, but you should probably keep an eye on the effects it has on the art form and the industry.

MudMan, do games w Veteran Videogame Analyst: Subscription growth has flattened [in video games]
@MudMan@kbin.social avatar

I mean... yeah. Turns out that having models and looking at the actual data and analyzing the market tends to land on lukewarm takes. The hot takes are for the press and the trolls.

FWIW, I don't have visibility on subscription growth at all, so I'll have to take his word for it, but none of that sounds unreasonable.... except maybe for the fact that the hype may make people make bad moves and double down in ways that are harmful. A degree of fearmongering can be useful, if only as a deterrent.

MudMan, do games w Microsoft Confirms Plans To Release Xbox First Party Games “Across All Platforms”, Including PlayStation
@MudMan@kbin.social avatar

Admittedly, that's helped by them doing terribly at selling hardware.

But also, screw gamepass and the subscription model overall. If we're gonna crap on Ubisoft for their recent foot-in-mouth episode let's be consistent and call all of it out. I'm cool with this as long as I can keep buying these in boxes.

MudMan, do games w Employees Say ‘Sizable Portion’ Of Gearbox-Owned Studio Has Been Laid Off
@MudMan@kbin.social avatar

You absolutely did not, but keep guessing.

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