| ▲ | dijit 4 hours ago | |||||||||||||
I'm not sure. Think of the Game hits from the 90's. A room full of people made games which shaped a generation. Maybe it was orders of magnitude harder then, but today, it's multiple orders of magnitude more people required to make them. Same is true for websites. Sure, the websites were dingy with poor UX and oodles of bugs... but the size of the team required to make them was absolutely tiny compared to today. Things are simultaneously the best they've ever been, and the worst they've ever been, it's a weird situation to be in for sure. But truthfully; orders of magnitude more powerful hardware was the real unlock. Why is slack and discord popular? Because it's possible to use multiple gigabytes of ram for a chat client. 25 years ago? Multiple gigabytes of ram put your machine firmly in the "I have unlimited money and am probably a server doing millions of things" class. | ||||||||||||||
| ▲ | hibikir 3 hours ago | parent | next [-] | |||||||||||||
Copying a game from the 90s is easier than ever. We see small teams making 90s level games all the time. It just happens that in the market, those are now just indies. The market demands not just better, more complicated games, but mostly much higher art budgets. Go look at, say, Super Metroid, and compare it to Team Cherry's games in the same genre, made mostly by three people. Compare Harvest Moon from the 90s with Stardew Valley, made one person. Compare old school Japanese RPGs with Undertale, again with a tiny team. Lead developer who is also the lead music composer. And it's not like those games didn't sell: Every game I mentioned destroyed the old games in revenue, even though the per-unit price was tiny. Silksong managed to overload Steam on release! And it's not just games. I was a professional programmer in the 90s. My team's job involved mostly work that today nobody would ever write, because libraries just do it for you. We just have higher demands than we ever did. | ||||||||||||||
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| ▲ | jtolmar 3 hours ago | parent | prev | next [-] | |||||||||||||
Modern AAA games take tons of people because of ballooning scope and graphical fidelity expectations. Games like Super Mario World have went from highly technical team efforts to something a person with no training can accomplish solo. (However, 3D tools have lagged behind dramatically. Solo dev Mario 64 is possible but needs way more specialized knowledge.) | ||||||||||||||
| ▲ | pixl97 3 hours ago | parent | prev | next [-] | |||||||||||||
> it's multiple orders of magnitude more people required to make them. That's something that seems to eat up AAA games, each person they add adds less of a person due to communication effects and inefficiencies. That and massive amounts of created artwork/images/stories. There are a lot of indie game studios that make games much more complicated than what was in the 90s, and have a lot less people than AAA teams. And ya, tons of memory has unlocked tons of capability. | ||||||||||||||
| ▲ | jefftk 3 hours ago | parent | prev | next [-] | |||||||||||||
> Think of the Game hits from the 90's. A room full of people made games which shaped a generation. Maybe it was orders of magnitude harder then, but today, it's multiple orders of magnitude more people required to make them. I think this is more about rising consumer expectations than rising implementation difficulty. | ||||||||||||||
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| ▲ | _trampeltier 3 hours ago | parent | prev | next [-] | |||||||||||||
I guess tools help, but libraries help more and the whole internet of infos and libraries much much more. | ||||||||||||||
| ▲ | anonymous344 3 hours ago | parent | prev [-] | |||||||||||||
it's not the making part, it's the making a competitive end-result. in 2000 only needed to make something and it was good enough. now you need marketing budget of 10 000$ and skills for that also | ||||||||||||||
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