I hate C++. It’s possibly my least favorite language. Slow compilation, awful mess of ideas scattered around, syntax soup, footguns galore. Typescript has become one of my favorite languages. It’s not perfect, but it’s surprisingly good and pragmatic. JS, on the other hand? No thanks. Static typing is something I never want to do without again.
That’s a fair point. I suppose if I wanted to focus on the first person perspective I could have mentioned Myst coming out the same year as DOOM, though I doubt it was even the first FP adventure game.
I think it's mostly that you're no longer interested in computer games and as such aren't aware of what's currently available. IMO there has never been a bigger and more varied supply of good games as there are today, in pretty much every genre (my personal taste is mostly for small indie games, not AAA). I started playing computer games in the late 1980s myself and have never stopped.
Is that true? While there's a much larger overall volume of content out there, many many games to choose from... Don't you see a pattern around first person shooters, real life 'simulators' built on repetitive OCD grind, and a general sense of sameness?
Nothing feels really novel. Where the innovation is seems to focus on graphical realism, which of course I love.
I'm strongly attached to Kingdom Come Deliverance 2 and while I'm near the end of the game, I'm dragging my feet so I don't have to go back to the drawing board of sorting through endless terrible FPS and retro hack and slash games on Steam that don't interest me and are copies of 20 year old games.
Adventure games (the topic here) are my favorite though, and it's very rare that anything comes out. The Sierra and LucasArts days are over (RIP). That said a few gems come out here and there, like Lucy Dreaming.
If anything, now there is a discovery problem where the novel, incredible inventive games take longer to surface via word of mouth because there are so many. The quality and choice have never been higher. But that feeling that we’re all playing and enjoying the same things is gone.
Don't you see a pattern around first person shooters, real life
'simulators' built on repetitive OCD grind, and a general sense
of sameness?
In short, no. There were >19,000 games released on steam this year alone in all possible genres (most of them not FPSs or simulators). Even if 90% are "bad" (because 90% of anything is bad) the top 10% (1,900) still span every possible genre including many that didn't exist in the 80s. I suggest that if you're truly interested in finding some modern gems that you try to search for communities that revolve around your interests (for example on reddit).
How many of those are puzzle-based classical Adventure Games like the recent Lucy dreaming?
Many of the genres are baloney, at least the stuff that comes back in search results as recent - it's all Work Simulator, a slow grind, the ubiquitous first person shooter, horror or everyone's favorite hack and slash genre.
We're drowning in numbers, is all you're really telling me.
It’s not a genre I care about so I don’t know. What I’m saying is that discoverability is bad but the supply is there. You need to work to find it. I find the games I like most via recommendations on genre-specific subreddits and discord servers.
100% agreed. The golden age of gaming is right now, Kickstarter and Steam have opened up the field to smaller studios in a way that has never happened before.
The biggest, most advertised titles are often very good-looking and very "bubblegum", for the exact same reason that the most popular genres of pop are like they are. To appeal to the widest audience, you have to file off all the sharp corners, and if that's the market you see then modern games can seem soulless.
But that's not all of the market! No matter what genre you are interested in, there's probably more work ongoing in it and better games coming out right now that there ever has been in history. Most of them are less refined and sell a lot less than the mainstream games, but occasionally one succeeds well enough to expand past the small niche audience, which inevitably brings a lot more people into the niche, followed by imitators which grow the niche.
I feel like the indie-games are almost as clustered in small areas of potential "game design space" as AAA-games are, but just clustered in different areas, in particular around "games inspired by ha handful of SNES games and early Playstation JRPGs" (and maybe a tiny amount of vague Rogue-like-likeness). If you read much about old games (e.g. [1]) it is obvious that the history of games is full of evolutionary dead-ends and forgotten mainstream games (and entire almost-forgotten mainstream genres).
Yeah, it's hard not to consider the runaway success of games like Stardew Valley as counterexamples to the idea that the creativity is completely gone. But you wouldn't blame someone if they superficially looked at screentshots and thought it was a run of the mill retro pixel game. But it's wild to me that there are people who come from broken homes or rough childhoods who say the game was literally therapy for them and showed them a vision of domestic life or human interaction that they could realistically replicate or at least shoot for in real life.
I'm currently playing a game that is a blatent rip-off of Stardew Valley to the point where I frequently question why they were so obvious. (Or maybe those elements are rip-offs of Harvest Moon, I haven't played Harvest Moon to know.) Still, it's enjoyable. The design elements and places where it does diverge from Stardew Valley make it more enjoyable in my opinion.
As the saying goes, "good artists borrow, great artists steal."
Harvest Moon defines the "Turning round a dilapidated farm in a small village where you give everyone gifts all the time" genre. It all comes from there.
EDIT: Stardew Valley has so many QoL improvements over harvest moon though. The early HM games are punishing.
> I feel like the indie-games are almost as clustered in small areas of potential "game design space" as AAA-games are, but just clustered in different areas, in particular around "games inspired by ha handful of SNES games and early Playstation JRPGs
Huh? That is also an artifact of what kind of games you follow. Just of the top of my head:
- colony sims
- strategy games (tactical/operational/grand-, with rt, rt+pause, turnbased options for each)
- racing games
- 4x games
- flight sims
- spaceflight sims
- rpgs
- survival games
- shmups/ bullet hell
- roguelike/roguelite
- exploration
- rhytm games
- horror
- factory builder / management sim
Monkey Island. The difficulty of the first game and the difficulty of the last game. The last game was still a game, but the challenge wasn't there. It just wasn't there. We might as well just be playing Progress Quest.
Monkey Island 1 and 2 have deep memories for me. I'll never forget playing Monkey Island 2 during a cold Christmas when I was a kid. The PC speaker music was great (King's Quest V was my other present and I still remember the opening music). One day I got the Sound Blaster on my 486 SX and it blew my mind.
The Monkey Island that came out a few years ago sadly felt like a puzzle-free story for children and their parents to sit together to play. Elaine lacked humor and cynicism, there was a child's voice in some of the narration, the graphics were strangely cubic and stylistic instead of warm, and the characters seemed caricatures of themselves (like season 5 of a comedy series where the writing devolves into self-referential insider jokes about the past seasons).
I feel terrible saying that.
Will Adventure games come back, or are we lost on the new ADHD world of interruptible short content?
I very specifically do not want to run it in an IDE. I'm perfectly happy with it in the terminal, running diffs separately, and very specifically NOT as it is working.
I appreciate how food tastes, and cherries in the winter are expensive and tasteless. Summer cherries are the complete opposite, specially if you live in a state where they produce them locally. In WA they invented their own hybrid cherry, the Rainier, which is also really good but you can only get during a short period of time.
"Let's just all make Clair Obscur/Minecraft/Blue Prince" is not a repeatable strategy (every indie dev is trying to make good games). How much did it cost to make the Beatles' albums? A piano, drums, a couple of guitars and salaries for 4 guys? Why don't the big studios today with all their money just hire another Beatles?
Same reason why Ubisoft isn't just making another Balatro. Industrializing culture isn't (yet?) a solved problem.
> How much did it cost to make the Beatles' albums? A piano, drums, a couple of guitars and salaries for 4 guys?
The Beatles did only take a few days to knock out each of their earliest LPs. However, per Wikipedia, "the group spent 700 hours on [Sgt. Pepper's Lonely Hearts Club Band]. The final cost [...] was approximately £25,000 (equivalent to £573,000 in 2023)."
So, actually, envelope-pushing cultural landmarks typically do require a lot of effort and money to complete.
On the other hand I'm kind of shocked that the big gaming studios never seem to be fast followers. It feels like we've been through multiple waves of Balatro-likes from indie developers already. Where is the Ubisoft Lethal Company or something? You'd think having a studio full of experienced developers with tons of tech they could hop on trends quickly. It seems like they think it's beneath them or something though. Or maybe they're just structurally incapable of moving quickly. It did take 11 years and like 4 redesigns to make Skull & Bones after all.
This is a conjencture, even if I do work in the industry but not AAA, but: Following the trends simply isn't part of their business model. Following current trends is a very unpredictable business. Many try, and many fail. AAA had the luxury of somewhat predictable sales. They can make big bets like working years on a game, since they know they will have millions of players. And they know smaller studios can't compete with them in that business.
But, of course, making games is hard, and sometimes they fail. And now the free tools are getting really good, and smaller studios are becoming increasingly competent. Will we soon see the big ones fall? Their only way to survive is to keep going bigger, escaping the smaller studios to a place they can't reach. Now we have AAAA games. But is there a limit where players stop caring how many As a game has?
The more people you add the slower you get, not faster. Large companies are nutorously slow moving (and particularly slow to change directions) vs small upstarts.
yeah, but at this point it's weird they just don't grab a studio, give them a funding for 2 years and say them 'copy the latest indie trends with a tad more polish' and let them cook to see what comes out.
They tried that, e.g. "EA Originals"[0] is basically that (there are similar programs at other major publishers). I suspect it proved to not be a big money maker at the scale required to move the needle at publishers of that size., and that they are keeping these on as a sort of prestige programs.
Ive honestly never intentionally visited it (as in, went to the root page and started following links) - it was just where google sent me when searching answers to specific technical questions.
Often the answer to the question was simply wrong, as it answered a different question that nobody made. A lot of times you had to follow a maze of links to related questions, that may have an answer or may lead to a different one. The languages that it was most useful (due to bad ecosystem documentation) evolved in a rate way faster than SO could update their answers, so most of the answers on those were outdated...
There were more problems. And that's from the point of view of somebody coming from Google to find questions that already existed. Interacting there was another entire can of worms.
the gatekeeping, gaming the system, capricious moderation (e.g. flagged as duplicate), and general attitude led it to be quite an insufferable part of the internet. There was a meme about how the best way to get a response is to answer your own question in an obviously incorrect fashion, because people want to tell you why you're wrong rather than actively help.
Memories of years ago on Stack Overflow, when it seemed like every single beginner python question was answered by one specific guy. And all his answers were streams of invective directed at the question's author. Whatever labor this guy was doing, he was clearly getting a lot of value in return by getting to yell at hapless beginners.
I don't think it matters. Whether it was a fault of incentives or some intrinsic nature of people given the environment, it was rarely a pleasant experience. And this is one of the reasons it's fallen to LLM usage.
Nope. The main problem with expertsexchange was their SEO + paywall - they'd sneak into top Google hits by showing crawler full data, then present a paywall when actual human visits. (Have no idea why Google tolerated them btw...)
SO was never that bad, even with all their moderation policies, they had no paywalls.
That said, being inherently good also helps. I know (several) people who knocked it out of the park with literally their first attempt out of university in their early 20s. It wasn't just luck, they are genuinly unusually talented.
Mobile casino games? Interesting, so Zynga just changed the skin of its games, and the basic premise of addictive behavior and "catching whales" remained intact? Yuck.
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