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[–] 24 points 8 months ago (14 children)

It's funny to me to see people mythologize how perfect video games were before they could be remotely updated.

Sure, game developers rely on fix-it-later updates much more than they should today, but games had bugs back then too.

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  • [–] 27 points 8 months ago* (2 children)

    It’s not mythology, testing was crucial so you wouldn’t ship a broken cartridge, which was very costly than a patch download. It made financial sense to test throughly, and more than that, develop carefully.

    I think the only guys that made a working game in a week were Atari VCS developers, and IMO it wa a combination of the limited hardware, and the skill of a few legendary programmers.

    Today we get games that dwarf the entire software stack of computers decades ago, but they’re made loosely, knowing they’ll ship broken and need patch after patch until it doesn’t make financial sense, and then they’re abandoned.

    My most recent experience is Fallout 76 on Steam, and by god it is a bag of bugs despite being the bread winner of the franchise. For example, a long-standing bug is that once it starts, and offers to press any button to sign in, you have to wait about a minute before doing that, otherwise it will likely hang. This has existed since launch, and after numerous patches it hasn’t been addressed yet.

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  • [–] 2 points 8 months ago

    The crazy part is that it's only mildly inconvenient now compared to the spray glued collection of game breaking bugs and horrendous design choices it was at launch.

    And yes, I'm an old timey gamer who's also a masochist playing it nightly.

    Stupid sexy Fasnacht!

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  • [–] 11 points 8 months ago* (7 children)

    games back then were also done by dev teams of like a dozen people or two who did literally everything and you had like 1-2 people on each task. localizing games also took like a year or more from their country of origin.

    now they are done by teams of hundreds or thousands, esp once you start adding all the middleware and outsourcing of various parts of the game they do now, and they are released internationally in dozens of markets at once.

    it's lot easier to find bugs in a game that is 1MB than on that is 256GB

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  • [–] 3 points 8 months ago (4 children)

    Hot take: games don't need to be 256GB. Even 10GB is pushing it.

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  • [–] 1 point 8 months ago (1 child)

    The first gaming system that connected to the Internet was the Sega Dreamcast, and even that ran games only off disc. It isn't until you get to the PS3/XBox 360 era when games would be downloaded to the console directly, and even then games weren't expected to need an Internet connection to use.

    Mario Brothers might have had a small design team, but Grand Theft Auto: San Andreas had a much larger dev team.

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  • [–] 1 point 8 months ago*

    SA had 50-60 devs. in 2025 that's a small dev team. The original gta3 had 25-30. SA only has about double the devs of GTA3

    GTA6 dev team is over 6,000 people. Most dev teams today are to 400-500 people for AAA games.

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  • [+] [S] 2 points 8 months ago (2 children)
  • [–] 4 points 8 months ago

    I was guilty of that very thing once. During my first programming class back in college, I wrote an Asteroids clone as a project. My professor kept sending it back telling me to fix it. I really racked my brain trying to figure out what he was sending back to me (he wouldn't tell me, I was supposed to find and correct the error). The game ran just fine. Finally a gave up and asked him to tell me the answer of what my code was doing wrong. He showed me that I had one line of code that was basically making a new instance of the entire game for every screen refresh. (I wrote it in Java, so Java was just correcting it for me in real time.)

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