• 🇰 🔵 🇱 🇦 🇳 🇦 🇰 ℹ️
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      5 months ago

      I wasn’t exactly old enough to have experienced this, but I know there was a time that if you wanted to play a PC game, you didn’t buy it on a floppy or a disc; you got a book with code that you had to type up and compile yourself. If you did more than just follow the book, you could understand it and change it to be whatever you wanted!

      This is why I wish everything was open source. If I don’t like the way something is done, I can tweak it. Any part of it and make it perfect for me.

      • @adam_y@lemmy.world
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        105 months ago

        That was more the zx spectrum / commodore era and even then you could still buy most things on tape. Magazines used to print code though.

        At least until the cover tape wars started. Then it got crazy.

        But yeah, I remember taking shifts with my pal typing lines in. One mistake and you got to learn the joys of debugging at age 7.

        • 🇰 🔵 🇱 🇦 🇳 🇦 🇰 ℹ️
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          5 months ago

          The closest I got was learning that the TI-85 I used in my algebra classes had BASIC programming in it, and I found the code for a rogulike dungeon crawler kinda like Eye of the Beholder specifically for the calculator. At the time, I already knew plenty of BASIC myself so I could tweak things as I found bugs or generally didn’t like the stats of an item.

          • @Fal@yiffit.net
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            15 months ago

            I’m a software dev now, and I always like to say that ti basic was my first programming language.

            Remember drug wars?

    • @Aceticon@lemmy.world
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      5 months ago

      You can go to GOG, buy some really old game, install it on a PC, play it and after a few minutes go: “How the fk was I so dazzled with this shit back then?!”

      At least for me, whilst most such game were A LOT of fun back then, almost all of them feel kinda meh nowadays, the graphics-heavy ones because they look like shit now compared to even games from 10 year ago and the other ones because their game mechanics are so shallow and simplistic (and often oh so reliant on reaction times) compared to even what Indie companies have been doing in the last couple of decades.

      Yeah, the memory of the fun that was had survived the passage of time, but most of those games pale in comparisson to games I’ve played in the last 2 decades. Beware of confusing the two like the sterotypical old person who complains “Music was much better when I was young, before Rock-n-Roll”.

      PS: I’m not even especially big on fancy graphics but instead prefer complex multi-layered game mechanics, so the kind of games from back then I still can enjoy today are things like Civilization.

      • I Cast Fist
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        65 months ago

        “How the fk was I so dazzled with this shit back then?!”

        Lack of games to compare to, mostly. For instance, how many games could you compare Warcraft to, back in 1994? Probably only Dune II. By 1999, any RTS game would be compared to Starcraft, Command and Conquer, Age of Empires, Total Annihilation and possibly others. “Doom clone” remained the definition of FPS for roughly 3 years. Meanwhile, every platformer since the late 80s was compared to half the catalogue available on the NES. Something something “learning from others’ mistakes, standing on the shoulders of giants”

        Not every old game is a gem, just like not every modern game is trash. One of my personal old favorites that holds up well is Jedi Outcast. Does a better job at making you feel like a lightsaber wielding jedi than Force Unleashed

        • @Aceticon@lemmy.world
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          15 months ago

          Also, Suspension Of Disbelief worked extra hard back then and nowadays it’s a bit more lazy… ;)

      • @Toneswirly@lemmy.world
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        5 months ago

        I’m not talking about comparison to modern expectation; I’m saying that devs were scrappier, had less established frameworks of design and technology, and still created a beautiful cultural moment

        • @Aceticon@lemmy.world
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          5 months ago

          Yeah, I mostly agree with that.

          Mind you, the biggest hindrance the create something special back then was technical, nowadays it’s time: codebases are far more massive nowadays and the work that goes into making assets (sprites, models, audio, animation and so on) that go with the code in a modern game is gigantic compared to back then (or, alternativelly, if done with reusable assets you get just another of hundred of similar-loooking low-buget indie games).

          Even something like Bioshock with it’s unique vision was already a massive piece of work when it comes to game assets, though artistically (and as a game too) it’s a masterpiece, IMHO.

          I actually made a handfull of games back in the early 90s (a minesweeper clone for the ZX Spectrum done in Assembly and never published, and a Tic-Tac-Toe game for the PC done in C that I sold to a small magazine and did got published) and then started working on game making a few years ago, and definitelly the programing work has expanded in terms of size (with still some down-to-the-metal technically complex stuff like shader programming) but the asset creation work has massivelly exploded (no wonder AAA games have bugets in the hundreds of millions of dollars range).