I am not sure that it's fair to compare a business card game to AAA games. The depth and complexity just isn't there. It's a randomly generated ski slope that you press left or right to navigate. Fun for a few minutes? Sure. But fun for multiple sessions? Not really.
I've played something like 1500 hours of Overwatch that I bought for $30. The depth of the game is just spectacular, and it keeps you coming back to play more. They add new heroes and new maps regularly. The core game itself is fun. I've made many friends. I met my girlfriend in that game.
The polish and complexity is just not comparable to a business card game. Yeah, they had to pay developers to make matchmaking servers and automatic update processes and add new heroes and code "events" and make a storefront to buy lootboxes. I don't think there's anything wrong with that. Blizzard made money. The engineers on the project made money. I enjoyed my time playing the game. It's just a totally different universe from a 30-second throwaway game.
The lesson to take away, is that anything can be simple. The question is: is the simplest possible thing even worth it? Games like Overwatch changes people's lives and become apart of them. Random skiing... good blog post I guess, but where is the impact? What would the world be like without this game?
I certainly don't want everyone to make business card games. I do however want games that are tighter and more focused. Like imagine RDR2 without the mini games, shorter story, and just much better core mechanics. That's the game I want to play.
I will say though that philosophically a deep and complex game can already exist on a business card. Take the classic board game go for example. Someone could probably code that (minus the AI) on a business card, and it's one of the most complex games known to man that people have been playing for thousands of years.
The lesson I was going for is not anything can be simple, we already know that.
The lesson is more about how developers are so focused on making games fun that we sometimes forget that making games should be fun too. I really do believe that for any kind of artist, to create great art, it's more important to have fun creating something then what the actual end product is.
Also that there is value in simplicity, it is sometimes worth creating something that seems pointless just because it's fun. The journey towards it may yield unexpected rewards.
Or a RPG without fetch quest
I enjoy music. I can appreciate both huge budget years-in-the-studio album recordings, as well as three young jazz players in a small bar who've not even rehearsed together bouncing ideas off standards.
I'm glad the OP has found a niche they're happy to create their art in. Good on them. (I bet I wouldn't much enjoy working at Blizzard either, in spite of the amazing games they're capable of creating.)
Could someone who feels this way expand on why they have such a negative view on games? Just curious if it’s personal, cultural, or something else?
Also, is it directed at complex games with storylines, online multiplayer, or mobile games meant to pull as much value as possible? Cause one is unlike the others.
I wasted a large chunk of my life on Counterstrike, Arma 3, DayZ Mod, PUBG, and countless console games. _Thousands_ of hours in total. For me, games were more than an escape or simply a way to unwind. For me, they were a well-hidden addiction. They were an obstacle to reaching my potential. I can't see myself going back to games again and still being as happy as I am now.
I miss games sometimes -- I still occasionally watch them on Twitch or YouTube -- but quitting cold turkey over a year ago has been one of the best decisions I ever made. That I didn't give them up 10 years earlier is a source of great regret.
I'm probably not going to ban my children from playing games they buy with their own money, but I'll definitely have plenty of long talks with them about the dangers of gaming.
More time spent videogaming means less time spent leetcoding, raising VC, and crushing it as a 10x engineer! /s
I talked to a developer of a popular free-to-play game, and he told me of many of the psychological hooks they use in their game.
Exploitation of hoarding behavior, community fame for specific players, random occurrences that are carefully scripted, etc.
Nowadays it's hard to find games free of ulterior motives.
Yes, addictive games and personalities have always existed, but now there's money mixed in.
I am "anti" any game that uses psychological tricks to get me to keep playing. And for stuff like Celeste, Gris, and Hellblade and Portal that keep me engaged by providing an inherently fulfilling experience.
Games are often treated as, and judged as, timesinks. A good game is simply a good timesink. A good timesink makes use of addictive/gambling mechanics. And most games rely heavily on them (sometimes unintentionally; this is likely less true the closer you get to today).
But in my opinion games can be a lot more interesting than that, and “enjoyable” is a crass description of it. For example, I probably put over 2000 hours into league of legends when I was younger, but those hours were mostly a waste. Back then, I described it as enjoyable. Now I realize I never cared about LoL, I just had my social life there. The game was never actually good, and what little I actually think of it is only about the human components (and a little about how not to design a competitive game). The 15 hours I put into star control 2 were far more valuable (if only because it informed me how little, if not backwards, we progressed from it to mass effect, in terms of game design).
I have a negative opinion on games, but its because I like them. Most games are shit, and the industry has mostly been getting worse over time.
Also out of your three, I know you were referring to “complex games with storylines” as the “good” type, but taking a random lottery, multiplayer games are the only ones with any reasonable hope of actually being interesting, mostly by accident. Most “complex games” are completely superficial; multiplayer games naturally bring depth by “cheating” — the humans bring 90% of it.
But I like games. Theoretically. Sometimes, in practice.
After all, I could double the length of Game X by adding twice as many handmade maps, well written and acted cut scenes, and carefully designed encounters - or I could double the length by adding extra grind.
The former would be something to be celebrated; the latter wouldn't.
HN has many grown-ups, which might skew it a little from the "games all the time are great / custom game rig" demographic.
>Also, is it directed at complex games with storylines, online multiplayer, or mobile games meant to pull as much value as possible? Cause one is unlike the others.
In the end, their value is time wasted translated into money. It's not like even the more evolved ones make some big artistic statement with deep meaning. Even the best are at the level of a Hollywood movie (and usually closer to Michael Bay than Kubrick).
Offline games can be played when I want (mostly in the evening for an hour or so) and there's no pressure to improve like in Dota 2 and WoW.
One of my favourite purchases recently was a PSP Vita, I can emulate most GB, GBC, GBA, PS, PSP, PS Vita, and many others and I'm having a whole lot of fun going back to play many games that I'd missed in the past.
Gamers are getting older. As in, the median age of people who identify as "gamers" is higher now than ever before. Part of this is because people who grew up with video games as children are now adults. People have always played games (chess is a great example) it's just what role gaming has played in the culture changes.
Since you now have a larger demographic of older gamers, you're going to start hearing more voices echoing this. When I was in college, I could spend 20+ hours a week playing video games until 3 AM. Now that I'm older and married I'm lucky if I get 5 hours a week for non-mobile games. I'm going to have a different evaluation of a title. The last thing I want is to buy a shiny new FPS just to get pwnd repeatedly by some 14 year old who keeps tbagging me and screaming racist taunts. Loot crates and pay-to-win feels gross because I don't want to dump money that I could be using for home repairs on add-ons for my toys.
I'm not anti-games. I love games. But I can hate tons of aspects of the games (like I mentioned above) or call out the toxicity of gamer culture and still be a part of it. This is a stark contrast to 15 years ago when we all needed to band together to explain that games can be art and that FPSs to lead to school shootings.
Even when I still played and did not yet seen addiction in practice up close yet, I realized that complex game with storylines and online multiplayer games are build for people who have the kind of free time that is incompatible with full time job, family and additional learning.
As a general rule I think "hours of enjoyment" is about as optimal as you can get for leisure payoff, the alternative "how much I learned" is nice too, whether that's literal stuff (like trivia), strategic growth or else can vary on a title-to-title basis.
But I do understand where you're coming from.
You just described mountaineering, rock climbing, skiing, running a marathon, skydiving, surfing, scuba diving, and just about every other amateur athletic pursuit.
Return of the Obra Dinn is a pretty short game, I put 13 hours into it by playing quite slowly (and there's a not inconsiderable amount of AFK time in there as well), I doubt I'll touch it again any time soon (because the structure gives it zero replayability value), and I would count it as one of the absolute best games I've ever played. Portal 1 is a 4 or 5 hour game and, again, one of the best ever.
On the other end of the spectrum, games like Minecraft, Oxygen Not Included or Factorio are enormous, all-absorbing time sinks that will consume your every waking hour for months or years on end if you let them.
How do I compare ONI and Obra Dinn and say that either is, in any objective sense, better than the other?
For an MMO, you're engaged socially (presumably in a guild, rather than soloing). In a mobile grind game, you spend hours constantly checking on progress for that endorphine hit.
The far simpler, albeit non-egalitarian, explanation is some people are more productive and others will find ways to waste time.
quoting a comment from another thread "it used to be that you felt good because you were having fun. In this new era of micro transactions the games aren’t even fun anymore. There is only frustration, and then you pay to alleviate that frustration. You sometimes find yourself sitting there say, “why am I even doing this?”"
My sweet spot would actually be games like Rimworld or Kittens. Something that you can find closure in about 20 hours of gameplay.
I feel like games have become so unwinnable, that there's a whole new market to pay people to win games.
But I feel you about longer games starting to feel like work. I really want to like the Witcher 3 for example, but there's just so much content in there. I've started my playthrough two years ago and still haven't gotten to the end of the game. Or, I thought I did, but turns out it wasn't yet. And then there's some DLC which also got great reviews and promises of a huge amount of content.
Currently I'm playing Mass Effect: Andromeda, which bombed because of reasons but it's a pretty good game with a ton of content, can't go wrong for €7. Its missions are episodic enough that you can play for an hour at a time if you're limited in time.
Good to know about ME:A; I was a huge fan of the original ME trilogy, but didn't pick up Andromeda because reviews made it feel like not worth the time and emotional investment. Maybe I'll reconsider.
On the other hand, I am often left questioning the value exploration and creativity in virtual worlds when there are so many alternatives. This is especially true since many of those alternatives can be equally engaging and relaxing.
You'd be surprised. People still enjoyed playing Tetris, which has equally minimal mechanics, after decades...
I still remember some of the games we played on cheap Russian handheld consoles back in the mid 90s. Tetris and snake, but also a racing game that had the same mechanics like Tiny Ski, except upside down and with the logical game board three blocks wide. I had a lot of fun with that racer; I can picture it in my mind more vividly than most of my adult memories.
The three games I mention definitely cross the "affecting life" threshold, in the sense of becoming a small part of the culture - I could ask Polish people my age about these games, and many would remember them. But they didn't become part of the culture because of their mechanics being good in the absolute sense. They did because of availability, context of play, and their mechanics being good compared to other games available at the time.
Were Tetris to come out today, people would look at it, think "what a boring, shallow game" and go back to Candy Crush or whatever is currently the hottest casual.
Maybe comparing business card games to AAA is a bad comparison, but comparing 'Return of the Obra Dinn' with 'LA Noire' might be more apt.
With dwarf fortress coming in at 381,764 I feel like it delivers a much higher amount of value/line.
Is it possible to get a [Parody] tag for HN to just highlight "Intelligent discussion need not happen here."
That's literally what the author is saying, in the very passage you quoted. The idea of a game isn't inherently complicated, and even simple games can be most entertaining. You sound like a connoisseur of the modern PC experience, but most people in this world are not and would still like to enjoy something that's delightfully thoughtful, intriguing, and simple enough to pick up for a short time, but not so addicting that you can't drop it immediately for a real world responsibility.
Most gamers these days seem to be people who play on their smartphone. These games can be simple compared to AAA games, but they still need to be flashy and good-looking with an interesting game mechanic.
If they have great/addicting gameplay, they don't have to be flashy and good-looking.
A lot of people could say many of the same things about Nethack -- or MUDs. Neither of which are business-card-sized, but they're closer to that extreme than to the AAA extreme.
Yes there probably isn't the complexity in a business card game. But there are plenty of < 1MB games that have depth and complexity. What do the many extra orders of magnitude in the size of overwatch actually get you?
Hard to feel too bad about people working on leisure products.
I'm sure if you swapped out Golf/NASCAR, people here would be less sympathetic.
How does that make any difference? It's not like the work is any less hard, or more fun.
If they can't keep work-life creep, they don't understand their own value.
I have a colleague like this, and boy does he regrets wasting his life with online games of his era. Time that you can't bring back and spend in a better way.
So imagine, for those of us willing to spend maybe 10-20 minutes per day max at some simple fun (if at all), at our time, this kind of game is a blessing. Because you know, life out there, in analog world, can be pretty great and better than anything digital can bring.
It reminds me of a cartoon I saw 25 years ago, "the perfect airplane" drawn from various perspectives:
* The perfect airplane (pilot's perspective): Super sleek jet fighter.
* The perfect airplane (mechanic's perspective): A giant pile of access hatches in vaguely airplane shape.
* The perfect airplane (builder's perspective): A 2x4 with another 2x4 nailed across it as a wing, a smaller 2x4 nailed across it as a tail.
Finding stuff at the intersection of the set of things fun to make and the things other people will enjoy is the hardest part of deciding what project to work on. It's a skill. You need to have a lot of ideas to find one landing in this sliver.
v2: AskII.
v3: AskiiFree.
Sorry, couldn't resist.
Will you be here all night? How's the fish?
http://www.gamebase64.com/game.php?id=12367&d=24&h=0
:)
I remember the Horace games quite fondly, which usually in themselves were usually just Horace themed remakes of other games.
The embedded video is on YouTube: https://youtu.be/PeWdBE82uLw
That is of course very different to bloat. Bringing in hundreds of dependencies, tracking, analytics and using engineering patterns that are over-complex for the use case are probably habits we coule get better at in the industry.
I've worked in the AAA industry for years on many games. Just recently on Doom, I remember that code was so bloated you could open "hands.cpp" and just hold page down for days. I've also released many games on my blog, like close to 40 games on there.
So the main point is just try creating something different. Maybe for you it's not writing tiny code, maybe it's something else that seems pointless but you know you will have fun doing it and at least create something in the end. Trust me, it will be worth it.
Different constraints encourage or force different approaches, which gives you different results. You're not going to have a budgeting meeting over a <1K demo. You're not going to contract out to an artist. You're not going to use a large engine. You're not going to make a doom clone. You're not going to hum and haw over what middleware to use. It limits how much over-engineering you can invent. <1K is a pretty extreme constraint... but it's not that far off from what the demoscene does, and they discover some fascinating techniques and tricks in the process.
So in hindsight, two more joyous aspects of constraint in game development (whether inherent or self-imposed):
1. Bugs, testing, quality. When you know your binary will be burned into a cartridge with no hope of a patch or update, one tends to code and test carefully! You fill your allocated ROM banks with as much "fun" as you can (code and content) but you know it must be well tested for both play balance and bugs because you can't release a version 1.1. :-)
2. Scope creep. This is much easier to avoid when you're given (e.g.) four 16KB banks of ROM for all your code and assets. So you burn midnight oil for mere months, not years, before you find out if your game is a hit or a stinker. Short feedback loops. More variety per year. Refreshing.
curl https://www.dropbox.com/s/rmagppsuhwms28k/TinySki.exe -OL
wineconsole TinySki.exeI must say that those little mini games were some of the most enjoyable ones I've ever played. Useful to burn a few minutes while waiting for compile to finish or a call to be returned. I've never really gone for any really immersive games in my time.
Nowadays, my favourite game to kill a few minutes at a doctor's surgery or something is F-Sim. It doesn't classify as a simple game, but just 2 minutes as a test of skill to shoot a random approach and landing in the Space Shuttle and I am happy.
I do admire and respect the effort and the skill though!
Actually, now I wonder if the whole post was actually supposed to be taking the piss out of indie game developers? If so, that's pretty damned elitist, as there are many many many good indie games that I'd happily play over most AAA titles. Plus there are great AAA titles that started life in the indie game scene, like Portal.
I think indie developers tend to get it right more often, but anyone can fall into the wrong approach of over-complicating their games with needless features that actually detract from the fun.
Like take for example RDR2. Imagine if instead of having all those silly mini-games, they just polished the core combat and movement mechanics more. That's the game I want to play.
I guess I was trying to say a few things with this post, but one big part is that removing stuff from a game and making it simpler is often better then adding more stuff. I talk much more about that in my epic js1k post coming soon!
If you go on say /r/gamedev, you'll see all kinds of posts of people stuck down rabbit holes of negligible design, like how to make the best hair physics. A lone developer could spend a year's worth of free time implementing things that don't make the game any more fun or complete.
> Pico-8 games and the program's interface are limited both to a 128x128 pixel, sixteen-color display, with a 4-channel audio output.
> The .p8.png format is a binary format based on the PNG image format. A .p8.png file is an image that can be viewed in any image viewer (such as a web browser). The image appears as the picture of a game cartridge.
> The cart data is stored using a stegonographic process. Each Pico-8 byte is stored as the two least significant bits of each of the four color channels, ordered ARGB. The image is 160 pixels wide and 205 pixels high, for a possible storage of 32,800 bytes.
[0]: https://en.wikipedia.org/wiki/Pico-8
[1]: https://shop.pocketchip.co/collections/frontpage/products/po...
Those are cool, but I guess the games are also much bigger at tens to hundreds of kilobytes.
Fun project, thanks for sharing!
Here is how it looked like. Donkey Kong has dual screens. Most other games only one.
https://upload.wikimedia.org/wikipedia/commons/thumb/d/d9/Ni...
Sometimes one-liner examples (it was surprising how much you could squeeze out of 253 bytes of BBC Basic).
Anyone with back-issues of that bread of magazine from back then has a little trove of inspiration for this sort of thing.
You can do a lot with small amounts of code, especially if you allow the use of complex libraries and only count the include() & calls in the byte-/character-count rather than including the whole size of the library.
I think there's a parallel here to film/tv. You can make a billion dollar "avatar." People like those, but there's always room for a "blair witch project" or a "clerks" that someone can decide and make.
How about restricting yourself to QR code sized games? The maximum size of a QR code is 2,953 bytes. You may want to use "H" error correction level instead which can recover 30% of errors.
https://gist.github.com/alpn/cd16f96034c5f71f053b714ad032eaf...
curl https://www.dropbox.com/s/rmagppsuhwms28k/TinySki.exe -OL
wineconsole TinySki.exe