(no title)
black3r | 2 months ago
This feels absolutely insane for today's standards. And not just in the gaming world. Somehow with all the advancement of libraries, frameworks, coding tools, and even AI these days, development speeds seem so much slower and it seems like too much time is spent on eye candy, monetization and dark patterns and too few times on things people actually like to see - that's what made us buy games and software in the old days.
(But also in the gaming world, especially the past few years when almost no game studio develops its own engine, assets don't look more detailed than what was used 3 years ago, stories seem hastily written and it feels like 80% of developer's time is spent on making cosmetic items for purchase which often cost more than the base game price)
Also somehow we spend lots of times researching UX and developing tutorials (remember when software had the "?" button next to the close button and no software "tutorials" were needed?) and yet all the games and software are harder to learn than what we had in the 90s and 00s.
masom|2 months ago
The story of Starcraft 1 is quite interesting as the devs copied the Warcraft 2 code and began changing it quickly[1](https://www.codeofhonor.com/blog/tough-times-on-the-road-to-...).
> StarCraft was originally envisioned as a game with modest goals that could fit into a one-year development cycle so that it could be released for Christmas, 1996 > Warcraft II had only six core programmers and two support programmers; that was too few for the larger scope of StarCraft,
No boardrooms of PMs, and Directors, and VPs, and execs, chiming in every decision, leading to fast turnarounds.
joegibbs|2 months ago
justsomehnguy|2 months ago
But you don't need to. Just sell it to Steam for a $39.99 or whatever and have much, much more sales than in '95. And as a bonus you would still recieve some sales years after.
Sure, you won't get in Top 100 and wouldn't earn bazillions...
japhib|2 months ago
Cthulhu_|2 months ago
Not necessarily, but you need to look at the indie (PC) game space instead of AAA and mobile.
Top level game development in the 90's is comparable to indie games today, although granted, in the 90's they made huge technological leaps and the developers needed a lot more in-depth knowledge. But I can guarantee that someone can build Warcraft 2 today within a year. Hell, you can get the basics set up in a weekend I'm sure.
That said, even indie games suffer a bit from scope creep, and few developers actually limit themselves by saying "we release within a year and that's it". If a game is successful, continued development is beneficial. And with Kickstarter they can get money upfront (like what a publisher would pay initially), and with early access they can start making revenue to fund continued development. Which is a self-reinforcing cycle - as long as they publish updates and new features, people will keep playing and buying the game. Some games (like Factorio) end up in early access and continuous development for 10 years.
myth_drannon|2 months ago
icegreentea2|2 months ago
garg|2 months ago
mvdtnz|2 months ago
Cthulhu_|2 months ago
Early access sometimes means unfinished, but in other cases they're fine - Factorio is an example, it had a fully fleshed out game in early access, then they spent another 5+ years adding features and fixes and the like. During that time, a lively modding community sprung up which added loads of playable content to the game.