If those devs didn't have the extra time to be creative, we might not have gotten this classic.
If those devs didn't have the extra time to be creative, we might not have gotten this classic.
If those devs didn't have the extra time to be creative, we might not have gotten this classic.
Reminds me of the graphing calculator on Macs. Guy wanted it in system 7 so bad he ignored getting fired, broke into the office, and snuck it into the master build.
What a fantastic read.
Dozens of people collaborated spontaneously, motivated by loyalty, friendship, or the love of craftsmanship. We were hackers, creating something for the sheer joy of making it work.
I'm moved by this. I feel that this is what HN used to be maybe 10 years ago. Now its just VC crap and making money as quickly as possible with lock-in market-corning crapware.
Great read, thanks!
http://www.pacifict.com/story/
For anyone wanting a read.
"Broke in" is a bit of an exaggeration. Their cards simply weren't turned off and they managed to fake it until the project was finished.
Dude that graphing calculator was awesome—way ahead of anything at the time.
So devs used to have extra time just to add multiplayer. My how times change.
Now every game has to be a multiplayer live service and the campaign/storymode is an afterthought for AAA
Not to mention time crunch for every AAA project
I bought STALKER 2, a masterpiece of post apocalyptic fiction and storytelling.
I was running the game on launch, an old friend calls me up on Discord, and says:
"So how is it?"
I say: "I don't know yet, I just got to the first town past the tutorial."
He says: "No, I mean the multiplayer."
I lost the ability to think for a good 30-60 seconds trying to formulate the right string of words to respond with, from the psychic damage he'd inflicted with the presumption that it was a live service multiplayer game.
I think capitalism has weaponized brain rot into profits. As long as people open their wallets and not their brains, things will continue as planned. We're literally paying for it.
It's funny seeing interviews with the devs and they basically go "We had no idea what we were doing with the N64. How did this succeed?"
Then you find out about stuff like the fully functional ZX Spectrum Emulator in the game and begin wondering too.
That puts the fact that Jet Pac was in DK64 into a different perspective.
Don't forget the (at the time) most arcade-accurate version of the original Donkey Kong, too. Which they technically shouldn't have done, because DK was in legal dispute.
I never could get a hang of using the N64 controller for FPS. Doubly so when you're facing Oddball as an opponent.
Nobody is allowed to pick Oddjob! House rules in every house I’ve played in.
My house rules don't have an explicit rule - go ahead and pick Oddjob - but know we will loudly judge you and team up to ensure that mistake doesn't happen again.
I don't think I'd like it now, but back before two-thumbstick FPS games existed, I didn't even question it.
There was a controller layout for Goldeneye and Perfect Dark where you used two N64 controllers, so you had two analog sticks and two Z buttons. It was extremely awkward to use A or B to cycle through weapons or open doors because of the button placement, but Goldeneye was actually the first two-thumbstick FPS game I played.
Yeah GoldenEye is one of those games that was absolutely incredible at the time it came out - but is painful to go back to now. Which is too bad, because the game was amazing and had a ton of replayability at the time.
Yeah, I had the weirdest experience going back and trying it recently. Was hard to play. But back then, boy those controls felt so amazing and smooth!
I would say 007 Nightfire, my experience being on the GameCube, perfected the Goldeneye control scheme formula. That game was a joy to play.
License to Kill
Knowing how to crouch
Both were not optional
To be fair, that was probably the worst controller ever made. Even the Duke was more friendly, just gave cramps.
It was quirky, sure, but not the worst controller ever by a huge margin. Probably not even the worst first-party controller.
I loved that controller I think it's such a shame it's so universally panned. Don't get me wrong, I wish it had dual sticks and I also wish the stupid main joystick wasn't built such that it breaks terribly from normal use, I also would have appreciated if they hadn't put those stupid ridged rings on the stick that shred up your skin, but I still think it was really innovative and fun to use and for the most part, pretty comfortable including it's alternate mode of operation with the D-pad.
So many great memories playing GoldenEye on the rec room big screen TV in my dorm in college in '97 and '98.
Every shitty AAA release under crunch was not only stealing from you, but from gaming as a whole.
Pulling Mountain Dew and dorito fueled all nighters with my friends playing this game are such core memories.
The ultimate pain: License to kill. Slappers only. Oddjob.
Somewhere among the top 1...
i wonder if they got into trouble for doing things without being ordered to
Until the sales numbers came in
My play was to always throw a ton of mines everywhere and just listen to the boom.
I would do this in Far Cry before raiding a base. Plant a few mines around the approaches to the base in case the alarm got tripped. Always fun to hear the "We're coming in from the north!" BOOM
Slappers only!
As an avid aq2 player this multiplayer mode was a literal joke when this game came out. I was like why is everything so damn slow????
Innovative? Lmfao.
AQ2 came out the year after Goldeneye
Seriously. That other multiplayer first person shooter on the console was MUCH better. I can't remember the name though... Any idea what it was?
Perfect Dark. Also came out after. Goldeneye was revolutionary, everybody played it. Any house I went to, we played Goldeneye.
Perfect Dark wa great, but Goldeneye seemingly scratched the itch for FPS amongst casual gamers at the time, and so it was never as popular.
I don't know what it is but if it's a multiplayer PFS then I bet it came out after Goldeneye
Halo CE
It's amazing what happens when management leave Devs alone to do actual work instead of calling SCRUM bullshit.
Goldeneye64 : 1997 JIRA : 2002
scrum: 1986
What happened to the agile movement?
Or anyone creative
That might have worked then. Not so sure nowadays. The work ethic was different back then.
Edit: I didn't realize the can of worms I opened up. Hopefully it stirs a little bit of constructive conversation. I realize I have an unpopular opinion here. That's ok. I wish all of you a prosperous and content life. I'm not here to stir up hate. I simply expressed my opinion. I've learned a little about how passionate some of you are about this topic. I never thought I would start such a hornet's nest.
People still create great shit when left to their own devices and properly cared for
Workers in the 90s are no different from any others
People have no work ethic these days, they won't even work for the exposure anymore.
Small teams being allowed to do what they want can still give good results, but you aren't going to see that at major companies. I almost solely play indie games by micro or solo dev teams.
Work ethic today is fine in places that aren't spreading their people as thin as possible. There's always going to be shitheads but for the most part when you see "poor work ethic" it's because everyone's burnt tf out and just doesn't care any more.
Did you forget the /s?
You could also afford to work on failed projects because houses and healthcare costed two acorns and a peanut.
You're just wrong. Devs today work far more than those devs did. Devs today work insane hours. It's nearly physically impossible to work more hours than devs do today.