• HiddenLayer555@lemmy.ml
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    11 days ago

    Also, games went from writing the most cleverly optimized code you’ve ever seen to squeeze every last drop of compute power out of a 6502 CPU all while fitting on a ROM cartridge to not giving a single shit about any sort of efficiency, blowing up the install size with unused and duplicated assets, and literally making fun of anyone without the latest highest end computer for being poor.

    • Sauerkraut@discuss.tchncs.de
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      10 days ago

      Ah, back when game development was managed by game developers who were gamers themselves and prioritized quality over min-maxing shareholder profits…

      Or another way to look at it, is that it was the market takeover phase of capitalism where capitalists are willing to operate at a loss to corner the market and create their own monopolies (see Nintendo, Google, Facebook, Amazon, etc). But once market grow stalls out they switch to the milking phase or enshitification phase of capitalism where they prioritize profits over everything else

      • CanadaPlus@lemmy.sdf.org
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        9 days ago

        IIRC software development, including games, was a pretty gritty industry last century too.

        It’s more a matter of having the luxury of space for bloat. (Most of the anti-user features are new, though)

    • zalgotext@sh.itjust.works
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      9 days ago

      I know it’s a one-of-a-kind game, but it still amazes me that Roller Coaster Tycoon released in 1999, a game where you could have hundreds of NPCs on screen at a time, unique events and sound effects for each of those NPCs, physics simulations of roller coasters and rides, terrain manipulation, and it was all runnable on pretty basic hardware at that time. Today’s AAA games could never. I’m glad some indie games are still carrying the torch for small, efficient games that people can play on any hardware though.