167 points
*

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.

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62 points

There’s some nostalgia goggles for sure.

I mean, the demo for Rollercoaster Tycoon (Mr. “Hand coded in assembly” there) bricked our Windows 98 machine when i installed it as a kid. My dad was pissed: we had to reformat the harddrive, reinstall windows, all that.

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21 points

Seems like a golden era of running everything in ring 0, although that wasn’t called like this then, afaik

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13 points

I remember having three or four games that you had to boot the computer into directly. As in, insert floppy and ctrl-alt-delete to launch the game.

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32 points

Yeah I remember the specific clock speed thing! I had a game that I loved on a friend’s computer and didn’t get to play it much. Some sort of space sim / combat game. Years later I had my own much more powerful machine and was hyped to check it out. Installed via dosbox or whatever, loaded it up, and it ran at fucking 10x speed! It took seconds to walk around a city and the combat was completely unplayable. So sad but also pretty funny. No idea why they attached the FPS directly to the hardware. If you want an easier game, just get a worse computer apparently.

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44 points

No idea why they attached the FPS directly to the hardware.

It’s the most trivial and straight forward thing to do. The game is a simple loop of:

  • get user input (can be nothing)
  • calculate new game state based on old state and input
  • draw new game state.

The speed of the game is now 100% dependant on the speed of computation. NOT attaching fps to hardware is the hard thing, as you need to detach the game state loop and the drawing loop and then synchronize them. Doing that yourself is extremely complicated. Today developers don’t even need to think about that because the whole drawing loop is abstracted away by things like directX/Vulcan and the game engine. But without those tools, fps tied to CPU speed is basically the default.

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13 points

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.

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9 points

Even the first Dark Souls had game ticks tied to the FPS because consoles had been standardized to 30 FPS for decades.

On the PC port, it was locked to 30 FPS, but a super popular mod unlocked the FPS, and at 60 FPS DoT effects ticked twice as fast, and at even higher FPS could kill you before you had time to react.

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13 points

SoundBlaster.

So glad things like that are the past.

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11 points
*

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

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2 points

set blaster=a220 i7 d1 h5 t6

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2 points

Man I loved the hell out of my SB16. I still play a lot of old DOS games in emulation and work pretty hard to get them to sound like I remember vs the higher fidelity versions.

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8 points

The last time I had that bug was with Oblivion.

It was the first time I played it and found the combat frustratingly difficult because of the increased speed. Especially in dungeons where I had to bait enemies one by one just to not get overwhelmed. One hand was always holding a healing spell as well.

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Sounds like Commander Keen?

Edit: I meant Wing Commander

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2 points

Damn there’s a throwback. Annnnd I feel old now hah.

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2 points

That’s it! Wing Commander!

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2 points

At my buddy’s house, he had a game called something like ‘wings of glory’ that was meant for an older clock speed. We were messing with the turbo button and it quickly became unplayable when not in the slower mode.

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2 points

If you try it again, emulators like dosbox let you slow the game down to be playable. I don’t remember the exact setting but I’ve had to do it on things like Freddy Farkas iirc.

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21 points

Ecco the dolphin was made specifically hard to ensure people couldn’t beat it on rental during a weekend.

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13 points

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.

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4 points

Pink Floyds welcome to the machine still gives me flashbacks to the last stage of Ecco 1.

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11 points

Bigger was better, since a larger game meant they packed in more content. Now the bloat is out of control since all game content is delivered over the Internet.

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7 points
*

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.

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10 points

…memory used to be extremely expensive…

When I got my brand new 486 PC, I paid over $800 for a 4 MB SIMM card. That is 4 MEGS, not GIGS, 4 MB. That brought up my memory up to 8 MBs.

I was also king of the hill when I added a second hard drive for a total of 40 MBs!

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1 point

because games textures are HUGE

You can fit loads of x360-ps3 era games in the same space CoD warzone takes. The irony is that, for PC players with lower specs, that’s a lot of wasted storage, since they’ll never use/load the higher res textures.

You can buy a terabyte of extremely fast storage now

That line of thinking is what leads to extreme, unnecessary bloat. “Just buy more storage, brah”

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5 points

I remember reading an early-2000s book on game dev. It did mention that some game (I want to say one of the Unreal games, but I can’t recall for sure) had to code their level loading in assembler because it was taking upwards of 10 minutes in C++.

Yeah, I definitely think the OP has super rose-colored glasses on. The free shareware was pretty awesome, though. I had one called “80 mega-hits” or something like that with a ton of games (many of which my poor old PC couldn’t run).

I do think that optimization has slacked off more as hardware prices generally trended down. Disk space I don’t so much mind, but memory and CPU are still expensive.

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4 points

The “free shareware” thing is kind of back. I’ve been noticing more and more games producing demos; check out Steam Next fest, for example.

I also remember playing a ton of games from a CD. I had a Mac at the time, but it was “dos compatible”, which meant it had a 486 in addition to the Mac processor at the time, so you could switch over into dos, though you could only allocate half the ram to it.

We ended up installing Windows 95 to play a lot of the games, which ran great on the available 4 MB of RAM.

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3 points

This is one of those things where I’m not sure what people mean when they say it.

There are bugs that affect performance, and yeah, we’re generally more likely to see bugs fro several reasons now. But there’s also games just being heavy. We’re not in a cycle where the top of the line hardware just maxes out many games, because… well, we’re doing real time path-tracing, we have monitors that go up to 400 Hz and resolutions up to 4K. The times of “set it to Ultra and forget about it” with a 1080 are gone and not coming back for a really long time. Plus everything has to scale wider now, because on the other end we have actual handhelds now, which is nuts.

So yeah, I’m not sure which one people are complaining about these days. I’ll say that if you can play a game in a handheld PC and then crank it up to look like an offline rendered path traced movie that’s way more thought to scalability than older games ever had, but maybe that’s a slightly different conversation.

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3 points

I used to have a meta-game where I tried to fit X-wing and Windows 3.1 on the same 40MB hard drive. Just barely made it.

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2 points

CDs could do 500 Mb

It was actually 700 MB

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7 points

Oh, no. It was not.

The smallest standard for CDs was 63 minutes and 550-ish MB. For most of the life of the medium you’d mostly get the 74 min, 650MB one. The stretch 700 and up standards were fairly late-day. I tend to default to 500 in my head because it was a decent way to figure out how many discs you’d need to store a few gigs of data back in the day, though, not because I spent more time with the 63 min CDs.

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4 points
*

The smallest standard for CDs was 63 minutes and 550-ish MB

I think I came along around 2 years after burners were commercially available, so I never saw that. And the 700 MB discs came along very shortly later. So I never had a concept of a 550 MB CD (btw you said 500 MB). This is the first I’ve heard of it.

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2 points

I didn’t realize some of my favourite games were running under the speed cap for years sometimes

Same, in my case as a European. PAL is weird.

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1 point

Oh, that’s a whole other subject. “Old games were so polished and fully finished”. Meanwhile, half of the planet was either playing games squished down, in slow motion or both. And most of them didn’t even know.

It’s not as simple as that, either. May people think all games ran 15% slower. Many games did have some retiming somewhere, but it was definitely not great and people didn’t complain because with no internet, they often didn’t realize what was going on.

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I remember that for MegaMan we needed to turn off the turbo (yes the CPU button) or it ran really fast.

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4 points

Maybe the opposite, the turbo button actually slowed down the CPU so you could play games that had a speed limit.

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2 points

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.

I remember doing this Battle of Britain and TIE Fighter! Man, memories.

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100 points

“Then” is just indie today.

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31 points

That and it easily running on Linux, either naively or though Proton, is why I haven’t touched any AAA in like… at least 5 years? Maybe closer to 10.

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14 points

A lot of today’s indie devs are also… well…

groomerwojak.jpg: “I groomed a teen fan of mine, and when she came forward I made her to write an apology, also I spent my Patreon money on a sexdoll, and my code is spaghetti.”

“We barely managed to make a functioning game with premade assets, and our popularity was so dependent on Pokémon not performing well, our fanbase is a toxic cesspool as a result, who can’t express the love to the game without actively dissing Nintendo.”

“I’m a bigoted con artist who rebrands every time they get busted for his crappy horror game.”

“Optimization? We are already using low-poly assets!”

“The assets in our pixelart games are very unaligned, and we use high-resolution fonts because no one makes bitmap fonts anymore.”

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13 points

Nothing wrong with spending Patreon money on a sexdoll.

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-3 points

It is when you’re supposed to work on your game.

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7 points

I mean nobody said all indie devs were great, i just think that if you want to find examples of good game development today you’re largely going to find the stars are indie, not triple A

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-1 points

Why are you twisting things around? It’s Nintendo fans that won’t shut up about plagiarism to the point that the The Pokémon Company told everyone that they know, stop sending emails about it.

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3 points

Por que no los dos?

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2 points

I didn’t even mention the plagiarism stuff here, which was likely due to the creators learning monster design only from Pokémon.

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1 point

The meme does specify AAA

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1 point
*

But only for today. The concept of triple A didn’t really exist back then, and at least one of the “then” game devs was totally indie for the game he made

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87 points

Games back then : created by 1 to 4 people with autism because they wanted to have fun on a computer

Games now : driven by dickheads that just left business school at the whims of billionaire conglomoration funds.

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30 points

I miss when games used to be good. Anyone 'member Vampire Survivors, Lethal Company, Bug Fables? Developers these days just can’t compare.

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26 points
*

now that’s survivor bias

EDIT : here’s the fun thing, Lethal company would have been a mod back in the day

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7 points

Tbf, games were easier to create using in-game functions and logic that was created for another game. Modding a whole rework was easier than making the entire game from scratch. Undeniably lethal company is similar in look and feel but it has better game play than some mods.

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5 points

Is your point that developers today aren’t as good/benevolent/whatever as devs back in the day? I’m saying (sarcastically, I suppose) that the same type of developers exist today. What does survivor’s bias have to do with it? Is my point moot because GMOD exists?

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78 points

To be fair, game devs did the hackiest shit to deal with the constraints of the time. They did things that no programmer would do today because they’re bad practices when you’re not worried about tiny amounts of RAM or storage.

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33 points

I love watching videos about old game systems programming. The gymnastics you had to do to code, like, super Mario, just to show more than 3 colors is really interesting.

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21 points

People who think modern coding practices are bloated should study why certain speed running mechanics work. A lot of them stem from things we would never do today. We’ve removed entire classes of bugs by using “bloated” languages and tools.

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13 points

But we introduce entirely new classes at the same time.

A Cuphead dev reacting to Cuphead speedruns is an interesting watch because he explains why all the tricks work.

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5 points
*

You will probably enjoy this video: https://redirect.invidious.io/watch?v=nYDmBdUalgo

Dude livestreamed Super Mario 64 for more than a month with a bot attached that perfectly abused a physics quirk based on floating point precision, just so he can crash the game at 0:00 at New Year’s by overflowing a value. This over-one-hour-long video is the summary.

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3 points

If you haven’t seen them, look up the Ultimate talk on YouTube. They go into real depth on c64, Gameboy, Atari, Amiga, etc. development and all the tricks that are used.

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10 points

I think it was David Braben that used the video buffer as extra ram. Coded text on screen in the same colour blue as the sky and stored it there.

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10 points

The games then were closer to embedded dev than software dev. The cartridge had huge limitations and the devs had to know those limits and work around them.

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12 points

Cartridges were also full on daughter boards instead of just an older version of SD cards. There were massive differences between games. The later SNES games with 3d graphics had a whole extra processor included in the cart.

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4 points

The old Super FX chip. I’m old enough to remember when they released the original Star Fox and flogged the super onboard 3d processing. The ads in comic books mentioned it by name.

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3 points

2d games did, too. The SA1 chip did a lot to make games run better on the SNES. There’s mods out there for running games on the SA1 chip, especially shooters like Super R-Type, and it’s a substantially better experience.

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Sometimes they did it just in case they needed those limited resources, but its not really needed. SMW is a good example, where spite interactions are only checked every other frame, but modders generally remove that limitation without any issues. There might be weird edge cases where in vanilla without glitches you could theoretically accumulate enough sprite on stream it causes a slightly more noticeable slowdown without the ever other frame. With cape float, it only checks if you are holding the jump button once every 4 frames or something like that. Totally unnecessary and makes the game feel less responsive. Granted, during a casual playthrough, you’d probably never notice that floating stopping after letting go of the button varies by 50ms depending on which frame you let go of the button relative to which frame it checks.

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2 points

And even then the code was far from the best it could be.

This guy optimized Super Mario 64 and drastically improved performance while fixing several bugs.

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62 points

Problems with game developers might better be understood as problems with capitalism, to paraphrase Ted Chiang

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36 points

We can’t update games or refactor code to make it smaller bc our bosses demand we constantly work harder, better, faster, stronger. They force us into games that require more expensive hardware bc the entire tech industry depends on people upgrading every other year. And it’s online constantly bc we hoover up player data for our new profit centre where we sell all your data.

And now they made a meme that deflects blame off them and onto devs, who have way more contact w the public than anonymous rich people

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-9 points

CaPiTaLiSm HNNNNNGGGG!

Capitalism was a thing back before games got shitty too.

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18 points

Enshittification is just another name for the type of capitalism America practices.

Everything gets worse because it’s not profitable to stay good when there are only 147 umbrella corps worldwide. Capitalism doesn’t reward innovation in products when monopolies exist, it rewards innovations in minutiae of existing products.

See also: DLC, Premium Passes, Microtransactions, Seasonal Content, Free-to-Play*, Ads in AAA tier games and everywhere else, Subscriptions, and every other shitty innovation the market (no not consumers, shareholders) rewards.

That’s to say nothing of how these companies extract the value of their employees labor and then lay them off to keep turnover at whatver level the coke addicts in the c-suite have determined is best. Crunchtime, harrassment, fuck man look at Bobby fucking Kotnick and his blizzard shitshow.

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5 points

Tetris: hold my beer

*Socialism intensifies*

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4 points

Qhile that is true the effects of it were lesser since it was more niche. Plus some of the best games are still in their own weird niche, ive been playing STALKER GAMMA which is a free modpack for a free mod, and help I am being consumed! I DREAM OF REPAIR KITS AND GUN ANIMATION, HNNNNNNGH KILL MONOLITH!

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Gaming

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