Besides being a maintenance fucking nightmare, wouldn't writing a game in assembly make it a lot harder to be cross platform? I really don't get that panel.
Yes, yes it would. They meant to say that it would improve performance (if done well, which it was). That improved performance would allow it to run on a wide variety of devices, including those with low specs.
Also at the time writing for x86 only would have been plenty portable. Even today that would cover "standard" PC architecture. (Although nowadays you probably want to put it on mobile devices, gaming consoles or macOS, so not ideal.)
Yeah, it being about performance makes sense. Still don't know how that dude managed to write a full-ass game in assembly though. Takes a special brain to even be able to think that way.
Brian Provinciano made retro city rampage, then, crammed it into an NES cart. I don't think this argument is really valid.
Also, really, the breast milk bit? we don't want to work with females? what is that shit.
That incident happened in Activision Blizzard. One of the terrible harassments women had to suffer there.
There used to be a time when game devs wrote their masterpieces using assembly. Now it's all crap Unreal Engine
Ok, that got me. I still remember the days of ZX and that funny noise... But I do have a question for one part of the meme: can someone explain to me why on Earth the updates now weigh these tens of gigs? I can accept that hires textures and other assets can take that space, but these are most likely not the bits that are being updated most of the time. Why don't devs just take the code they actually update and send that our way?
The trick is to download the Fitgirl repack. Cheaper on your wallet and your hard drive.
Nothing says fun like trying to relax and play a game . Oh no you need an update to the game...Oh did I say game I mean the custom launcher...here is our ads for our other games to click through...oh you must want to go to a webpage...whoops can't connect to online even if you don't want to play online...Ok you finally connected oh but the settings have been reset because of the update...Oh wait the cloud sync didn't work...
games made with agile teams and with passions are probably good, regardless of when they were made. i'm young but growing up i only had access to really old computers and saw that most of the stuff that was made back in the day was just garbage shovelware. it was hard not to get buried in them.
most triple A developers today are far more skilled in both writing and optimizing the code however when the management is forcing you to work long hours you're gonna make more mistakes and with tight deadlines, if you're doing testing and bug fixing after developing the entire game then it's going to be the first thing that's getting cut.
that being said i wish they really did something about the massive size games take on disk. my screen is 1080p, my hardware can barely handle your game on low in 1080p so everything is gonna get downscaled regardless and despite how hard you wanna ignore it data caps are still here, why am i forced to get all assets and textures in 4k 8k? make it optional goddamit.
AAA games are turning into luxury/super cars. At the top end, they're just not made for average consumers anymore where you need money for infrastructure to even drive the thing. But then you also have plenty of Indie/AA studios creating games that surpass AAA from 10-15 years ago with much smaller teams cause tools and skills make it feasible. Of course there's also the starcrafts and the counterstrikes that are over 20 years old and will never die, the Toyota Camrys and Honda Civics of games, they just get perpetually refreshed
I hate this conflation of "Developer" with every other role in modern game development.
If you think the new Porsche looks shit, do you blame the Mecanical engineer who designed the brake mechanism?
If your new manga body pillow gives you a rash, do you blame the graphic designer of the manga?
There is not a single thing listed in the meme above that is actually the fault of the actual developers working on the game. Don't even need to talk about the first picture.
game size is studio management related. They want to stuff as much (repetitive, boring) content into the game as possible. Plus a multiplayer mode no one asked for.
Optimizations don't happen because the CEO decides to take the sales money of the game this quarter, and not next, and ships an unfinished product.
Always online is ALWAYS a management decision.
It's a shit joke, it's wrong because it blames the wrong people, and its also just dumb.
I think in the past the actual devs were more accessible, and their skills visible and admirable. Kind of like how video games themselves were more of a techy nerdy thing.
Today you have humongous teams with the work spread over hundreds of people. We hear from their community managers and marketing teams rather than reading the coders’ opinions. And just like the big games are more of a safe corporate product, they are more mainstream.
I love when gamers hyperfixation only on the bad examples while ignoring the existence of game companies that still do good work. Why elevate the ones doing things right when we can give all our attention to the ones doing things wrong?
I mean this is comparing modern AAA game devs with what would have been considered AAA at the time. I think it's a fair comparison in that regard, but by manpower, 90's ID might be more similar to today's New Blood.
That last one really got me though hahaha
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