[HN Gopher] Goodbye Zachtronics
       ___________________________________________________________________
        
       Goodbye Zachtronics
        
       Author : danso
       Score  : 715 points
       Date   : 2022-06-24 15:42 UTC (1 days ago)
        
 (HTM) web link (kotaku.com)
 (TXT) w3m dump (kotaku.com)
        
       | iterati wrote:
       | I still have TIS-100 under the Languages skill section of my
       | resume as an Easter Egg. I haven't played many of Zach's recent
       | games, but SpaceChem, Opus Magnum, and TIS-100 were some of the
       | best puzzle games ever made to me.
        
         | lufte wrote:
         | Oh I'm definitely copying this idea!
        
         | anta40 wrote:
         | As as assembly language enthusiast, TIS-100 is easily my #1
         | Zachtronics game. The closet contender would be... CoreWar.
         | Seems like their implementations are rarely updated these days.
         | 
         | Robocode is also cool, but you code in Java instead of
         | assembly, anyway.
        
         | krallja wrote:
         | Oh that's a hilarious great idea.
        
         | sumtechguy wrote:
         | TIS-100 and Shenzen had that fun little bit of hacking using
         | the docs. Or just fiddling with it and finding that one
         | instruction that had enough of a side effect where it could let
         | you shave off two other instructions. Where you could get that
         | really fun rush of removing 1 cycle from something. It is a
         | skill I do not get to use much anymore as most things are
         | fairly cookie cutter.
        
         | blakebreeder wrote:
         | if you all like TIS-1000, play Exa Punks.
        
       | Bjorkbat wrote:
       | Incidentally my first "true indie" game was SpaceChem. I'm
       | tempted to play it again, maybe try and beat it this time. It's a
       | very fun game, and cheap too, if you want to play along.
       | 
       | Glad they got to go out on their own terms. They're such a niche
       | game studio that I was really worried that they closing their
       | doors because of market apathy or dissatisfaction with the status
       | quo. This is a good ending.
        
       | bspammer wrote:
       | Zachtronics' games have given me so much joy over the years, very
       | sad to hear this. My favourite of the bunch is probably EXAPUNKS,
       | but Shenzhen I/O is also wonderful. I was also surprisingly taken
       | by Eliza, given how different it is from the rest. Thank you
       | Zach!
        
       | schnevets wrote:
       | Before anyone writes a eulogy based on the headline, note the
       | following:
       | 
       |  _So it's sad, but also awesome in its own way, that 2022 will
       | see the end of Zachtronics. Not because their publisher shuttered
       | them, or because their venture capital funding ran out, or
       | because Activision made them work on Call of Duty, or any other
       | number of reasons (bankruptcy! scandal!) game developers usually
       | close their doors._
       | 
       |  _No, Zachtronics is closing because...they want to._
       | 
       |  _"We're wrapping things up!" Barth tells me, way more
       | enthusiastically than you would normally expect under these
       | circumstances. "Zachtronics will release Last Call BBS next
       | month. We're also working on a long-awaited solitaire collection
       | that we're hoping to have out by the end of the year. After that,
       | the team will disband. We all have different ideas, interests,
       | tolerances for risk, and so on, so we're still figuring out what
       | we want to do next."_
       | 
       | I play games too infrequently to invest the necessary bandwidth
       | into a Zachtronic game, but I read some of ZACH-LIKE and always
       | respected the philosophy. As long as no one is getting the rug
       | pulled, this sounds like an awesome way to go and an awesome
       | thing for the gaming industry. Hopefully this means more smart
       | indie gems in the future.
        
         | mysterydip wrote:
         | Assuming the games are still for sale after they disband, who
         | gets the money? Just the publisher?
        
           | thombat wrote:
           | Unless they signed bizarrely horrible contracts at least some
           | of the staff will be getting residuals. By way of imperfect
           | comparison, Ringo Starr's annual income of $20m doesn't come
           | from doing the Xmas Special of "Thomas the Tank Engine"
        
             | leoc wrote:
             | Apple Records is still legally a going concern, though.
             | (Though again there's the complicated situation with his
             | songwriting royalties etc.)
        
               | eru wrote:
               | And in the same sense, Zachtronics can cease to exist as
               | a studio, but they can keep around some legal entity that
               | collects the royalties and distributes them to former
               | contributors.
        
               | mysterydip wrote:
               | If that's the case then it makes sense. From the sound of
               | it I thought they were dissolving, but it makes more
               | sense to just cease operations.
        
               | eru wrote:
               | I'm just speculating.
               | 
               | But it would make sense to call what they are doing
               | 'dissolving the studio', even if some legal entity
               | (either the same or a successor) stays around.
        
         | isk517 wrote:
         | Yeah, reads more like a band splitting up than a company
         | closing.
        
           | schnevets wrote:
           | Honestly, indie gaming would benefit from a better
           | distinction between the company and the contributor (similar
           | to bands and musicians or films and the
           | director/producer/cinematographer). I know not everyone wants
           | to self-promote, but I would love to see what games certain
           | designers. contributed to before they had an opportunity to
           | lead.
           | 
           | I hope every Zachtronics contributor can get the resources to
           | make their next dream project, and the entire industry
           | becomes a pinch more Zach-like.
        
             | egypturnash wrote:
             | So basically you want IMDB but for video games?
             | 
             | This exists to some degree but most of the examples I can
             | think of are specifically about retro games, rather than
             | any and all video games. Lemon64 and LemonAmiga
             | exhaustively document who worked on what in the c64 and
             | Amiga games scenes, for instance. MobyGames does cover
             | modern games but a few checks of modern games sure don't
             | have any credits beyond company. IMDB does cover games but
             | also doesn't delve into any more detail than company.
        
               | VectorLock wrote:
               | Most games have some kind of Credits sequence, I'm
               | surprised someone isn't feverishly documenting them in a
               | wiki somewhere.
        
               | boondaburrah wrote:
               | Note that game credits sequences are sometimes just a
               | list of who works at the company at the time of release,
               | and not an actual reflection of who worked on the game.
               | 
               | This has resulted in a few problems where people get
               | their name stripped off of a game they worked hard on but
               | left the company prior to release etc. Also people may
               | appear on the credits that were in fact in a different
               | department on a different team and never touched the
               | game.
        
               | egypturnash wrote:
               | From what I hear this is a problem in the movie industry
               | as well. When you have a huge project that requires the
               | work of hundreds of people spread across multiple years,
               | and possibly multiple sub-contracting specialty
               | companies, there's a lot of cracks for names to fall
               | through.
        
               | olqwertybastard wrote:
               | Moby Games seems to have something decent already. From
               | my experience though, not all game companies are great
               | about crediting all contributors.
               | 
               | https://www.mobygames.com/developer/sheet/view/developerI
               | d,4...
        
         | ehsankia wrote:
         | It definitely seemed like they had done most variations of the
         | idea, and they wanted to try something new. It is interesting
         | that they don't want to try the new things under the
         | Zachtronics names, but it also kinda makes sense, since their
         | fan maybe has certain expectations from that brand? I
         | definitely can relate to how making the same kind of game for
         | 10 year can become tiring. The article also hints that some of
         | them maybe want to try opportunities that has more room for
         | growth than a small indie studio.
         | 
         | Definitely interested to see what they do in the future, the
         | fact that it'll be under a different name doesn't really matter
         | to me.
        
           | ivanbakel wrote:
           | >It is interesting that they don't want to try the new things
           | under the Zachtronics names, but it also kinda makes sense,
           | since their fan maybe has certain expectations from that
           | brand?
           | 
           | Given that the studio is disbanding, I don't think it would
           | make any sense for any of the former members to continue a
           | new project under the Zachtronics name. They're not just
           | continuing to work together on something else. To quote:
           | 
           | >"We all have different ideas, interests, tolerances for
           | risk, and so on, so we're still figuring out what we want to
           | do next."
        
             | [deleted]
        
             | Aeolun wrote:
             | Sounds like everyone just grew up. Or at least, their lives
             | went in different directions during the 10 years they were
             | Zachtronics.
        
         | madrox wrote:
         | I think my favorite line of the article was _knowing when to
         | quit is its own kind of skill_.
         | 
         | Shuttering my startup last year, I felt this one. I think I
         | quit six months later than I should have. Knowing when to quit
         | is difficult...especially when you think others are depending
         | on you. I applaud this team for leaning into that instinct.
        
           | schnevets wrote:
           | Without knowing what your startup did, non-"As a Service"
           | game studios are an interesting animal in the world of
           | software development because their products have a clear
           | Release Date. To me, this sounds like the developers didn't
           | want to do more cerebral, optimization puzzle boxes, so they
           | decided to close up.
           | 
           | Like someone else mentioned, it's more like a band breaking
           | up because artists no longer want to follow the framework and
           | expectations that they have progressed into.
        
             | eru wrote:
             | Yes, they have a clear release date. But eg Klei keeps
             | sending out updates and bug fixes and improvements for
             | Oxygen Not Included, and they are well received by the
             | community.
             | 
             | But, of course, if Klei was stopping updates to Oxygen Not
             | Included tomorrow, you could still play the game exactly as
             | it is now, and people could also still make mods.
        
             | madrox wrote:
             | I absolutely agree, and I think even bands can feel the
             | pressure to keep going if they think people count on it as
             | a livelihood. Making a collective decision to move on is
             | brave no matter the context.
        
           | robbintt wrote:
           | Getting within 6 months seems good to me.
        
           | yourad_io wrote:
           | My favorite was this:
           | 
           | "A game without someone to play it is hardly a game, and it's
           | only because of our players that our games have meaning and a
           | life of their own."
        
             | ianai wrote:
             | (Money works on a similar principle. Only has meaning when
             | used in commerce.)
        
               | lukaslalinsky wrote:
               | I think it would be fair to say that money is also a
               | game. You need to play the game to survive in this world,
               | but it's a game and there are many ways to play it.
        
               | eru wrote:
               | Depends. If you have a fiduciary money, it has some
               | meaning even when not used in commerce.
               | 
               | Fiduciary money is basically when your note say 'the
               | issuer promises to give the bearer X on request', where X
               | can be a cow or certain amount of gold or some other base
               | currency.
               | 
               | Without commerce, this kind of money essentially
               | degenerates into a voucher. But vouchers have some
               | (minimal) meaning, even without being used in commerce.
        
               | remram wrote:
               | Redeeming that token for goods or services looks a lot
               | like commerce.
        
       | helloplanets wrote:
       | _"We felt it was time for a change. This might sound weird, but
       | while we got very good at making 'Zachtronics games' over the
       | last twelve years, it was hard for us to make anything else. We
       | were fortunate enough to carve out a special niche, and I'm
       | thankful that we've been able to occupy it and survive in it, but
       | it also kept us locked into doing something we didn't feel like
       | doing forever."_
       | 
       | So they basically got tired of making more Zachlikes, which is
       | more than understandable at this point. Amazing games, but I
       | think they can safely say their job is done after they've
       | basically kickstarted a genre. Rather than being sad seeing
       | Zachtronics go, I'm sort of anticipating to hear more about some
       | of those smaller "weird" projects Zach alludes to in the article.
       | Would be much more tragic to see a designer of that caliber left
       | feeling stuck making games in a similar vein for longer than they
       | feel is necessary.
        
       | noduerme wrote:
       | For anyone who hasn't read Matthew Burns's short fiction, it's as
       | much of a treat as his writing for Eliza. I think he used to have
       | more work online, but he's still got some short stories and
       | interactive stuff here... https://matthewseiji.com
       | 
       | Full disclosure, I'm an old friend and glad to see him mentioned.
       | I'm lucky enough to be reading an early draft of a novel he's
       | been working on as we speak.
        
         | modeless wrote:
         | Wow, I just downloaded Eliza and man, it's like it was written
         | specifically for me. So many parallels to my own life and
         | interests, it's actually weird. I'd like to have a beer with
         | that guy. I'll have to check out his other stuff.
        
           | noduerme wrote:
           | That's awesome. Eliza touched me on a lot of levels as well.
           | In fact, Matt and I used to play with the original Eliza (the
           | therapist) together in second grade on a Mac SE, between
           | rounds of "The Manhole" and "Glider" and trying to write our
           | own game in Hypercard. So I'm, uh, more than slightly biased
           | hahah. But even just explaining the premise of Eliza in a
           | sentence or two seems to make people do a double take and a
           | Keanu style "Whoa." It didn't even dawn on me until later how
           | much the voice acting and production also really pays off.
           | The game immerses you in spite of the minimalism /
           | simplicity, the way staring at a good painting does. I think
           | it's truly a work of art, or an attempt to break through the
           | noise and say something about the human condition. At first
           | blush the concept is just vicious, and pitch perfect at
           | exploiting the zone between getting you to play along and
           | making you feel deeply uncomfortable. And then you get drawn
           | into the deep disillusionment with corporate culture and it's
           | a free ride on your neurons for the game designers. It's a
           | hell of a statement, presented immaculately. I passed your
           | comment along.
        
         | eswat wrote:
         | Although it was never promised, I enjoyed Eliza and was hopeful
         | of another visual novel through Zachtronics + Burns. Hopefully
         | something in a similar spirit comes out in the future.
        
       | frob wrote:
       | Spacechem singlehandedly got me back into gaming 10 years ago. It
       | was such a wonderful example of how a simple concept worked to
       | its extreme could be more delightful and entertaining than shiny
       | AAA games.
       | 
       | RIP. I'm glad you went out on your own terms.
        
       | ddingus wrote:
       | Thank you all for the cool games. And thank you in advance for
       | what you choose to do in the future. You're very interesting
       | developers.
        
       | toma_caliente wrote:
       | Zachtronics leaving game development is such a blow to the
       | industry. Zach is directly and indirectly responsible for a lot
       | of games we see today. His game Infiniminer was a major
       | inspiration for Minecraft, he published a game that was also a
       | book explaining his philosophy on puzzle design, and his games
       | were genuinely fun with no BS.
        
         | 202206241203 wrote:
         | I dislike the games, since they are too close to
         | work/programming to be fun for me (just like Factorio).
         | However, the success of Zachtronics - both business and
         | creative, is undeniable. I wish they were the ones to gain
         | success with the original 3D cube digging gameplay and not the
         | massively popular Minecraft clone.
        
           | bstar77 wrote:
           | I hear this a lot, but I personally don't get it. These games
           | are the best part of my job (the problem solving) without any
           | of the nonsense. Most games today are a grindfest that we
           | convince ourselves is fun because it's happening in a
           | beautiful virtual world.
        
             | iamdbtoo wrote:
             | I view these games similarly. I don't think anything has
             | helped me in my day-to-day decision making at work more
             | than the time I've spent planning and designing my
             | factory(s) in Satisfactory.
        
             | benoliver999 wrote:
             | Playing Zelda Breath of the Wild atm and I sort of feel
             | this way. I love riding around the map but I'm getting a
             | bit... tired
        
             | boardwaalk wrote:
             | There doesn't have to be (as much) nonsense on a personal
             | project where you're only beholden to yourself, can pick
             | your own tech, etc.
             | 
             | (I'm sure people also have less nonsense and make money
             | from it, but I don't right now.)
        
               | scubbo wrote:
               | Less, but not zero. Personal projects can still suffer
               | from obscure bugs or undocumented behaviour in
               | dependencies, unattainable goals, costs, and other non-
               | bureaucratic frustrations. A significant part of the
               | satisfaction of Factorio for me comes from the knowledge
               | that, if something isn't operating as I expect/hope it
               | to, I can _just look at_ the surface-level representation
               | of the system to diagnose it. This isn't possible in
               | software projects without a huge amount of investment in
               | observability - which is rarely fun or prioritized.
        
               | ansible wrote:
               | Yes.
               | 
               | The programming game TIS-100 gives you a view of the
               | internal state of the machine far superior to what exists
               | with most systems. The exception being that Commodore 64
               | emulator that shows _everything_ going on in memory in
               | real time.
               | 
               | More often (in the embedded world) you are debugging
               | things via JTAG and a serial port (if you are lucky) or a
               | GPIO-driven LED (if you are not lucky or this is super-
               | early in the boot process). And often the JTAG is less
               | than 100% reliable.
        
             | wccrawford wrote:
             | Yeah, I enjoy having a definitely-solvable problem with
             | good restraints.
             | 
             | Unfortunately, the latter half of the programming games
             | generally gets too messy for me. I lose patience with them
             | and never end up completing them.
             | 
             | I don't regret buying them, though. I have a lot of fun
             | with them before that.
        
             | no_butterscotch wrote:
             | I don't get it either.
             | 
             | I remember hearing the same thing about the show Silicon
             | Valley. People in the workplace would say things like "OMG
             | I can't even watch that, it's so like our daily lives!" --
             | is it? Yes we're coders, but is it?
             | 
             | Having said that to each their own :)
        
           | p1mrx wrote:
           | Zachtronics games give you a limited playing field with a
           | limited set of operations. The fun comes from thinking
           | carefully about small problems, and doing a lot with a
           | little.
           | 
           | Factorio is more like work, because they don't know when to
           | stop. There is just too much going on, too much complexity.
        
         | bricemo wrote:
         | I always wondered how Zach felt about missing what's arguably
         | the biggest game industry boat of all time: his ideas in
         | Infiniminer being the basis for Minecraft. In the early days
         | the games looked almost identical. But one never became a
         | household name and the other literally the top selling game of
         | all time.
         | 
         | It sounds like he's found peace with it and had fun and is on
         | to something else. Good for him. That would be hard for me.
        
           | daniel-cussen wrote:
           | Well Western Culture generally gives the most credit to the
           | first person to have an idea, when I personally find the
           | second people (like Persson, also Sergey Brin) to deserve--in
           | these cases--more credit. There's a shortage of second
           | parties to inventions.
        
       | samiam_iam wrote:
       | so long "I don't know half of you half as well as I should like;
       | and I like less than half of you half as well as you deserve."
        
       | loufe wrote:
       | I seriously loved Shenzhen I/O, thank you for your service,
       | Zachtronics.
        
       | Centigonal wrote:
       | a whole article about Zachtronics, and not a single mention of
       | _Infiniminer?_
       | 
       | https://www.zachtronics.com/infiniminer/
       | 
       | Released in 2009, and a direct inspiration to one Markus Persson
       | to create a game called Minecraft.
        
         | ycta20220624 wrote:
         | Wait, I thought development of Minecraft started in 2007?
         | Wouldn't that put it before Infiniminer?
        
           | papercrane wrote:
           | > I thought development of Minecraft started in 2007?
           | 
           | The first version of Minecraft was developed May 2009,
           | Infiniminer was released April 2009.
        
           | fartcannon wrote:
           | According to Notch, Infiniminer was "the game I wanted to
           | do". https://minecraft.fandom.com/wiki/Infiniminer
        
           | capableweb wrote:
           | Straight from the horse's mouth:
           | 
           | The World of Notch - The origins of Minecraft | https://web.a
           | rchive.org/web/20160604071857/https://notch.tum...
           | 
           | > While looking through some project folders, I found an old
           | protype of a game that never quite became anything. Kinda.
           | 
           | > It was called "RubyDung" (for various reasons), and was
           | supposed to be a base building game inspired by Dwarf
           | Fortress
           | 
           | > As the RubyDung engine got more advanced, I started
           | thinking about adding a first person view for following your
           | minions around, kinda like in Dungeon Keeper. It worked ok,
           | but the graphics got very pixellated and distorted, so I left
           | it out.
           | 
           | > But then I found Infiniminer. My god, I realized that that
           | was the game I wanted to do. I played it in multiplayer for a
           | while and had a blast, but found it flawed. Building was fun,
           | but there wasn't enough variation, and the big red/blue
           | blocks were pretty horrible. I thought a fantasy game in that
           | style would work really really well, so I tried to implement
           | a simple first person engine in that style, reusing some art
           | and code (although not as much as you'd think) from RubyDung,
           | and came up with this:
           | http://www.youtube.com/watch?v=F9t3FREAZ-k
           | 
           | Unfortunately, that last YouTube link is not viewable for me
           | ("This video contains content from Nizzotch. It is not
           | available in your country.").
           | 
           | But the conclusion is: Infiniminer was definitely a huge
           | inspiration on Minecraft.
        
             | ehsankia wrote:
             | I just searched the title "cave game tech test" and found a
             | bunch of re-uploads:
             | 
             | https://www.youtube.com/watch?v=UMpv5kZ9-rE
        
             | franknine wrote:
             | People Make Games made a video about this
             | Infiniminer/Minecraft story and they interviewed Zach
             | Barth. When Microsoft was reviewing the 2.5B Minecraft
             | deal, Zach was working for Microsoft and was on those
             | meetings.
             | 
             | https://www.youtube.com/watch?v=__Nq2vNcpIo
        
         | [deleted]
        
         | mathstuf wrote:
         | Oh. I remember when Zach presented that to a club we both were
         | in at college (I feel like it was a very early demo). I never
         | linked that directly with Minecraft...
         | 
         | I remember Sauerbraten from before that (released in 2004
         | according to Wikipedia) and had assumed it was more in the
         | inspiration line.
        
       | laserbeam wrote:
       | So long! And thanks for all the fish.
        
       | bstar77 wrote:
       | I'm still in shock since the initial announcement. These guys are
       | so good at game design, I thought they would be doing it forever.
       | I guess you can't confine very special devs to one thing for most
       | of their career. I hope the teaching thing goes well, but I
       | equally hope Zachtronics makes a return at some point in the
       | future.
        
         | ehsankia wrote:
         | Looks like he's already considering it
         | 
         | > I was hoping that I'd really like teaching and stay with that
         | for a few years, but I learned that's definitely not the case
         | and I'm having a hard time imagining anything other than games
         | in my future, in some shape or form.
         | 
         | They will likely be doing it forever, they just want to try
         | something else than a small 5-member indie team maybe?
        
           | bstar77 wrote:
           | Wow, that was unexpected. They should take a break if they
           | need to, but please don't close up shop.
        
             | wccrawford wrote:
             | That's easy to say for a 1-person shop, but when other
             | people are depending on the job, too, it's a lot harder.
        
       | kryptn wrote:
       | I loved all of the puzzle Zachtronics games! They're great puzzle
       | games on their own but some also have leaderboards which give you
       | the feeling that you can do better or solve them in different
       | ways.
       | 
       | I'd revisit older games to see which steam friends beat my
       | scores, and then I'd go back through and rediscover, optimize,
       | and get back on top.
       | 
       | I'll definitely miss their games.
        
       | nindalf wrote:
       | Noooo! I'm glad they're doing it because they want to, but I'm
       | still sad as hell about this. Goodbye Zachtronics!
       | 
       | Time to replay shenzhen.io
        
       | whywhywhywhy wrote:
       | Sad to see them go and a virtual BBS game makes me want to see
       | even more from them.
        
       | convexfunction wrote:
       | I've found it difficult after starting to work full-time to fully
       | enjoy Zachtronics games, since they use much of the same parts of
       | my brain as my day job, but the sheer joy I got out of Zach's
       | earlier games (SpaceChem, KOHCTPYKTOP, Codex of Alchemical
       | Engineering) contributed a lot to my decision to work in
       | software. I've experienced little else that scratches the "design
       | itch" in such a pure and thoughtful way, whether games from other
       | developers or actual software development.
        
         | FredPret wrote:
         | Same here. I was playing TIS-100 one day when I thought - why
         | not just do Leetcode?
        
           | eru wrote:
           | Well, leetcode is also a game.
        
           | solidangle wrote:
           | TIS-100 brought back some of the same joy that I had when I
           | began with programming many years ago. Since then programming
           | has become boring for me, but the weird limitations of
           | TIS-100 almost made it feel like I was starting fresh again.
           | I loved learning tons of small tricks that I could apply to
           | beat the harder levels.
           | 
           | Shenzhen I/O otoh felt like work.
        
             | RF_Savage wrote:
             | Yeah. Why fire up Shenzhen I/O when you can instead dive
             | into a design around some neat, but poorly documented chip
             | from China in kicad.
             | 
             | Or jyst some interestimg hardware project in general.
        
               | jameshart wrote:
               | In Shenzhen I/O, at least you know going in that every
               | task is actually solvable.
               | 
               | And getting it wrong won't set fire to anything. Or get
               | your LAN hacked.
        
             | FredPret wrote:
             | Shenzen has that card game though, so you can slack off at
             | work
        
             | kllrnohj wrote:
             | Exapunks was my favorite of the three. If you liked TIS-100
             | I'd highly recommend trying out Exapunks.
        
         | mikepurvis wrote:
         | Completely agree. I was completely sucked in by Opus Magnum,
         | but other than that, I've bounced off all of them.
         | 
         | But I know understimulated teenage-me would have been all over
         | that stuff, so there's definitely a market for it.
        
         | Hammershaft wrote:
         | Same here. I loved Spacechem, was told that if I enjoyed
         | spacechem I would enjoy programming, and that was what
         | kickstarted my journey.
         | 
         | I miss the particular challenge of the older games like
         | Spacechem.
        
         | jameshart wrote:
         | If you work somewhere where
         | 
         | - the requirements for each piece of work are expressed
         | completely clearly
         | 
         | - you get immediate feedback on whether your solution works
         | 
         | - you are given, without having to build it yourself, accurate
         | metrics for how your solution measures up in terms of costs,
         | speed and so on
         | 
         | - you get to revisit problems as many times you like at your
         | leisure and reoptimize your solutions to make them more elegant
         | or to prioritize different properties
         | 
         | then I definitely envy you. For me, those things being part of
         | the zachtronics experience turn playing the games into a
         | shortcut to the dopamine-producing parts I love about coding.
        
           | Arisaka1 wrote:
           | Revisiting the problems isn't necessary to get the dopamine
           | hit for figuring out a solution, in my opinion, and as for
           | feedback it depends on the company culture.
        
             | jameshart wrote:
             | Honestly it's not a bad framework to strive for in a
             | workplace. Introduce the 'zachtronics test' as a modern
             | version of the old Joel test.
             | 
             | Give your workplace one point for each of the following:
             | 
             | 1) you create acceptance tests for features before coding
             | them
             | 
             | 2) you have metrics that provide immediate feedback on how
             | a feature performs
             | 
             | 3) you have a system for determining the technical
             | challenge level of each feature
             | 
             | 4) you allow developers to tackle problems at the level of
             | technical challenge they are comfortable with, so they can
             | develop mastery before moving on to more tricky problems
             | 
             | 5) you let people play card games between projects
             | 
             | 6) your workplace has a striking and coherent aesthetic,
             | complementary soundtrack and a compelling storyline
             | 
             | ... maybe not the last one.
        
         | blueblimp wrote:
         | I liked Infinifactory the most because being in 3D space
         | maximizes the difference from normal programming.
        
         | jszymborski wrote:
         | I've started to feel this way about Factorio... I only can play
         | it if I've felt I've been productive or that I've e.g.: a model
         | training or code compiling in the background.
         | 
         | The reason being that I stop and think: "This is scratching an
         | itch that something _actually_ productive would as well". So
         | whenever I feel like playing Factorio, I pick up a side-project
         | instead if one's been neglected.
        
           | ineedasername wrote:
           | I mostly enjoy my work, and it's nice to feel productive, but
           | the two things are not the same for me. I can be very
           | productive knocking out task after task I don't enjoy, while
           | I can spend a days enjoying the process of chasing down a
           | solutions to a a very minor task with very minor impact.
           | 
           | I like the Zachtronics games not because I feel productive
           | but because I enjoy the nature of the problems they present,
           | and the fact that I can pursue them without any of the
           | headaches or stress that may come with normal work.
        
           | dageshi wrote:
           | Yes, I felt very much the same after my first playthrough. I
           | came back and was suddenly thinking through all these
           | possible solutions to factory management only to realise it
           | felt exactly like programming work and I should probably go
           | and do that instead.
        
         | dixego wrote:
         | Opus Magnum is very fun and doesn't use _too_ much of the
         | Programming parts of the brain!
        
       | Tepix wrote:
       | I love their games (i think TIS-100 and Infinifactory are my
       | favorites) and i hope someone will do the minimal amount of
       | maintenance so they will keep working.
        
       | throwawayhnacc wrote:
       | I don't want to be tinfoil about this, but I suspect there is
       | maybe some more corporate politic stuff happening here than Zach
       | lets on (and rightfully so). Zachtronics is wholly owned by
       | Alliance Media Holdings. Alliance is run primarily by two people
       | Jay Gelman (CEO) and Nathan Gelman (Director of Publishing +
       | Stuido Operations). Last year, Nathan Gelman expressed some real
       | crazy zionist opinions on Twitter during the most recent wave of
       | the Israel-Palestine conflict. I didn't screenshot it, but you
       | can sort of see some of the wake of it by searching his account
       | name on twitter and seeing the replies to the now deleted tweet:
       | 
       | https://twitter.com/search?q=nathangelman&src=typed_query
       | 
       | Nathan also pretty consistently likes orthodox jewish content on
       | Twitter, which, to be clear, isn't bad on its own, but with that
       | plus the deleted tweet during the latest I-P conflict, thing I
       | think it's maybe safe to say that Nathan, likely Zach's direct
       | report as he is the "Director of Publishing and Studio
       | Operations", has got some STRONG political beliefs. What I
       | SUSPECT is that Zach probably just got tired of dealing with that
       | and, given the ownership structure, has to "end" Zachtronics to
       | step away from them.
       | 
       | It's tenuous evidence and maybe doesn't mean anything, but the
       | only other point that makes me think Alliance is a not-great-
       | company to be under, is that on the episode of Eggplant show
       | where they interview Bravery Network Online creators (other
       | studio/game Alliance published), The BNO people said that "the
       | legal issues that came up on the game were some of the worst
       | things our lawyer said they ever encountered". (Don't have the
       | exact timestamp but here's the episode)
       | 
       | https://podcasts.apple.com/us/podcast/bravely-replacing-rand...
       | 
       | Again, maybe nothing, but maybe something. idk.
        
         | leoc wrote:
         | It seems like one possibility. Reading between the lines of the
         | comments about different risk tolerances and so on, another
         | possibility is that the team reached an impasse in trying to
         | agree what their next game project or projects should be.
        
         | puffoflogic wrote:
         | > Nathan also pretty consistently likes orthodox jewish content
         | on Twitter, which, to be clear, isn't bad on its own
         | 
         | "I don't hate black people or anything, but..."
         | 
         | I know you think you're hiding your antisemitism really well;
         | who knows, maybe you even fooled yourself. But you're not
         | fooling anyone else, sorry.
        
       | Night_Thastus wrote:
       | I loved TIS-100 and Shenzhen-IO. I'm wishing all of them the best
       | on whatever they endeavor to do next. :)
        
         | Delfino wrote:
         | He said he's going to teach high school computer science. As
         | someone who made the same leap, it's cool to hear! He was
         | really awesome about giving his games to teachers to use in
         | their classrooms for free.
        
           | pvitz wrote:
           | Actually, he is going to quit teaching high-school computer
           | science to continue working on games.
        
           | OnionBlender wrote:
           | He tried teaching for a year but sounds like he isn't going
           | to stick with it.
           | 
           | "I just finished my first year of teaching and Last Call BBS
           | hasn't even been released yet! I was hoping that I'd really
           | like teaching and stay with that for a few years, but I
           | learned that's definitely not the case and I'm having a hard
           | time imagining anything other than games in my future, in
           | some shape or form."
        
       | eterm wrote:
       | Ten years is long enough to inspire the next generation to make
       | zach-like games.
       | 
       | Games like Signal State or Turing Complete.
       | 
       | But it's a sad goodbye to Zachtronics. They have a certain style
       | of layering story to take you out of the raw mechanics which most
       | their rivals don't. I think Shenzhen I/O was their peak but
       | TIS100 is also a must-play and I certainly enjoyed most their
       | other games.
        
         | xbar wrote:
         | Well said.
         | 
         | I wish I could have convinced more people to play TIS100. I
         | will have to try some more.
        
           | l8nite wrote:
           | I'm proud of myself for getting all the way through TIS-100,
           | and I think I still hold the records amongst my few peers who
           | tried it.
        
         | systemvoltage wrote:
         | I think Zach has a certain level of finesse and polish that is
         | hard to find elsewhere. The further you look into the details,
         | the more impressed you get.
         | 
         | For instance, just browse through some of the datasheets of
         | Shenzhen I/O. It mimics reality all too well (mistakes in
         | datasheets, chinese-only text, various fonts and layouts,
         | handwritten notes, etc.).
        
           | smrq wrote:
           | I've yet to find a Zachlike outside of Zachtronics proper
           | that didn't feel like a knockoff rather than a true peer.
           | Signal State was probably the closest aesthetically, but
           | didn't capture at all the optimization puzzle that makes a
           | Zachlike so addictive. Not to mention that it was simply far
           | too easy.
           | 
           | The rest that I've seen weren't even in the same ballpark of
           | polish. Maybe in a world where we only got the Codex of
           | Alchemical Engineering, they would seem more up to scratch.
           | But we've had Opus Magnum and Exapunks.
        
             | systemvoltage wrote:
             | I have only played a few of Zach's games. Which one do you
             | like the most?
        
               | Aeolun wrote:
               | I think Opus Magnum and Shenzen I/O are the most
               | interesting (for me).
        
             | mdavidn wrote:
             | Factorio most successfully scratched the same itch as the
             | Zachlikes for me. There's Human Resource Machine and 7
             | Billion Humans, which have a similar puzzle format with
             | online histograms. Prime Mover comes to mind too, but the
             | learning curve was steep.
        
       | PainfullyNormal wrote:
       | Wait, so he's not teaching anymore? That was fast. In this
       | interview 2 months ago, he implied that he was shutting down
       | Zachtronics so he could go teach. Maybe I misunderstood.
       | 
       | https://www.twitch.tv/videos/1454395489?t=00h12m36s
        
         | mdaniel wrote:
         | It's addressed toward the bottom of TFA:
         | 
         | > "My original plan was to wrap things up at Zachtronics and
         | then find a new job teaching high school computer science, but
         | the timing was off," he says. "I just finished my first year of
         | teaching and Last Call BBS hasn't even been released yet! I was
         | hoping that I'd really like teaching and stay with that for a
         | few years, but I learned that's definitely not the case and I'm
         | having a hard time imagining anything other than games in my
         | future, in some shape or form."
        
           | PainfullyNormal wrote:
           | Yes, I read that part. It's why I made my post. It appears to
           | contradict the interview he gave 2 months ago. Again, unless
           | I'm missing something?
        
             | ziddoap wrote:
             | He said he learned that loving being a teacher was 'not the
             | case'. Perhaps he learned it in the last two months, or was
             | trying to remain positive about the position publicly while
             | reconsidering privately, etc. People change, I don't think
             | there's anything profound to look for just because he
             | changed his public opinion from a few months ago.
        
               | SamReidHughes wrote:
               | High school CS would be awful to teach unless you were at
               | some magnet school or elite private school with enough
               | bright students to fill a classroom. But even then, still
               | awful.
        
               | boondaburrah wrote:
               | My public highschool CS course was an honors elective
               | taught by the calculus teacher, so I think that made it
               | unattractive as a playground spot. However, I think it
               | was really that the teacher was incredibly patient, kind,
               | and unable to resist tacky puns. I think that helped us
               | students see him more as a teacher than an authority
               | figure to be resisted.
               | 
               | Thats
               | 
               | A) really fucking hard to do, I tried it once*, and I
               | wasn't cut out for it. Teaching takes a special kind of
               | person and a fuckton of effort, and deserves to be paid
               | honestly more than I make as a programmer of computers
               | which at least stick to their syntax rules.
               | 
               | B) the class was small enough that he could put in the
               | individual attention and working-together to make it
               | happen for us.
               | 
               | Unfortunately for the public school system the teacher
               | left a year later.
               | 
               | * I did a boot camp for middle through highschool, and
               | while highschoolers are tough, they were far more willing
               | to work together towards an abstract goal than middle
               | schoolers, for which every day is a bad time for everyone
               | involved.
        
               | Aeolun wrote:
               | Dunno about awful. Pointless? Yes certainly, but most
               | students just use it as a hour long playground, so you
               | can focus on the ones that actually care.
               | 
               | But I don't know, maybe things changed in the past 17
               | years xD
        
             | [deleted]
        
         | jna_sh wrote:
         | Thanks for sharing the interview! Check back in on the end of
         | the show, around 2 hours 10 minutes. I asked him if he intended
         | to keep teaching, and he hedged a little bit but essentially
         | said no.
        
           | PainfullyNormal wrote:
           | Doh, good catch. I missed that bit.
           | 
           | edit: I'm dense. It's your interview! That was a great one,
           | btw. I really enjoyed it.
        
         | munificent wrote:
         | I can't _imagine_ becoming a teacher right now. My kids are in
         | public schools and the teacher attrition rate is off the charts
         | because the past couple of years have been a horrific
         | experience for many of them. Getting into teaching right now
         | while the pandemic is still lingering and the education
         | administration is a burned out husk is unlikely to go well,
         | though I certainly admire Zach for trying.
        
         | OnionBlender wrote:
         | During the interview he talks about his experience teaching. I
         | got the impression that a lot of the job of a teacher is having
         | to babysit kids (take away their phones) and that many kids
         | just don't care about the subject being taught.
        
           | Aeolun wrote:
           | > many kids just don't care about the subject being taught
           | 
           | This sums up school and work for a lot of the population I
           | think.
        
       | forty wrote:
       | Spacechem is one of my favorite game ever, and I have purchased
       | nearly every Zachtronics game since. Thanks Zach & team, looking
       | forward to wherever you have next for us!
        
       | pmoriarty wrote:
       | I didn't like Zachtronics games, because from reviews I read, I
       | expected them to be like programming, but instead they were
       | merely puzzle games with programming window dressing on them.
        
         | shadowofneptune wrote:
         | That's why I like them, they have more in common with the
         | thought experiments you see in textbooks. TIS-100 teaches the
         | principles of concurrency by presenting you with a computer
         | architecture small enough to fit onto a single screen.
         | 
         | It helps that there are multiple solutions, and you can try to
         | optimize in a certain area like speed or size.
        
           | pmoriarty wrote:
           | If you like those aspects of the game you might enjoy Neon
           | Noodles.
        
         | OnionBlender wrote:
         | I find TIS-100 and shenzhen io frustrating because of how
         | limiting they are. There is a max line count per chip and the
         | circuit board is very cramped. I actually finished Exapunks
         | because I felt the language was expressive enough to not be as
         | frustrating and the line limit is a lot higher than needed.
        
         | TrickardRixx wrote:
         | This is a funny thing for me to read. The reason I enjoy
         | programming is because the act of programming feels to me much
         | like playing a puzzle game.
        
           | pmoriarty wrote:
           | I guess it depends on the puzzle game.
           | 
           | I enjoy programming (when I'm programming something I'm
           | interested in, anyway), but don't like almost any puzzle
           | games.
           | 
           | There are a handful of exceptions: I loved Factorio (which
           | could be considered a puzzle game), Gorogoa, Inside, and The
           | Swapper.
           | 
           | But Zachtronics games and most other puzzle games leave me
           | cold.
        
             | db48x wrote:
             | Out of curiosity, have you tried TIS-100? It's less of a
             | game and more of an emulator for a machine that never
             | existed.
        
               | pmoriarty wrote:
               | _" have you tried TIS-100?"_
               | 
               | Yes. That's the first Zachtronics game I tried, and was
               | sorely disappointed.
               | 
               | In my view it's just a puzzle game.
        
         | defaultcompany wrote:
         | Which games did you play? TIS-100 and Schenzen IO and Exapunks
         | definitely felt more like programming games than puzzle games
         | to me.
        
           | Aeolun wrote:
           | I feel like the code in those games is merely a convenient
           | interface to the puzzle aspect. It might as easily have been
           | visual programming, and the game would be the same.
        
           | pmoriarty wrote:
           | I played TIS-100. Expected it to be like assembly language
           | programming, but it only has a veneer of programming over a
           | puzzle game.
        
       | knolan wrote:
       | Spacechem on the iPad was a thing of beauty. It's a shame they
       | abandoned iOS but they had valid reasons.
        
       | haunter wrote:
       | >We felt it was time for a change. This might sound weird, but
       | while we got very good at making 'Zachtronics games' over the
       | last twelve years, it was hard for us to make anything else. We
       | were fortunate enough to carve out a special niche, and I'm
       | thankful that we've been able to occupy it and survive in it, but
       | it also kept us locked into doing something we didn't feel like
       | doing forever.
       | 
       | Sums up a lot of indie game developers perfectly. Find a niche,
       | can't escape the niche.
        
       | OnionBlender wrote:
       | "I was hoping that I'd really like teaching and stay with that
       | for a few years, but I learned that's definitely not the case and
       | I'm having a hard time imagining anything other than games in my
       | future, in some shape or form."
       | 
       | He sold Zachtronics a few years ago so I wonder if he is free to
       | start a new game company.
        
       | synu wrote:
       | I really loved Shenzhen I/O, it even got me into electronics. I
       | started watching Ben Eater's series on breadboard computers and
       | built some similar devices to what I was making in the game
       | around a 6502. It's pretty cool that a game can trigger something
       | like that.
       | 
       | The game had a leaderboard, and at one point an old programmer
       | colleague reached out to me to ask if I was cheating - that's
       | something I'm still very proud of to this day!
        
         | krallja wrote:
         | The same thing happened to me! I had just finished the main
         | campaign of Shenzhen I/O and saw Ben Eater's "Hello World on a
         | Breadboard" video... now I have thousands of dollars in retro
         | electronics, parts, and lab equipment
        
         | contingencies wrote:
         | Started playing Shenzhen I/O in 2016 after moving to real
         | Shenzhen, enjoyed it and wrote a guide for the game on
         | Steam,[0] having never designed a PCB in my life. Now own a
         | 1000m2 robotics factory with a decent electronics lab and
         | personally push out 3 boards some days. Control boards for a
         | custom four axis system with additional peripherals and three
         | daughterboards today, seven axes system Sunday when machining
         | is completed (we also have a mill and lasers to cut and weld
         | our own metal). [0]
         | https://steamcommunity.com/sharedfiles/filedetails/?id=78036...
        
       | TheDesolate0 wrote:
        
       | robertheadley wrote:
       | I own most of their games. I am not sure I have played any. I
       | have a big backlog, but I supported the idea and presentation so
       | I picked them up.
        
         | Aeolun wrote:
         | I play most of them about halfway through because I spend too
         | much time optimizing the initial levels, then get bored of it
         | after a little bit.
        
       | sitkack wrote:
       | > "My original plan was to wrap things up at Zachtronics and then
       | find a new job teaching high school computer science, but the
       | timing was off,"
       | 
       | Please do, but don't just teach CS! I'll go back to high school.
       | My kid will hit high school in about 7 years.
        
       | moritonal wrote:
       | SpaceChem is still my primary tool in testing kid's (and adults)
       | general aptitude for coding before trying to teach them.
        
         | ByThyGrace wrote:
         | That's insightful, having played the game.
         | 
         | Do you believe there's perhaps a kind of student that would be
         | proficient in coding while not showing particular skill (or
         | engagement) in solving those kinds of puzzles?
        
           | moritonal wrote:
           | It's always possible, but the game calmly asks the user to
           | focus, structure a problem in their head and then form a
           | solution.
           | 
           | I wouldn't ask them to finish the game, but watching how they
           | absorb what they're shown and whether they can expand this to
           | new solutions is a fairly easy tell most the time.
        
       | wly_cdgr wrote:
       | Zachtronics may be shutting down, but there is no way Zach Barth
       | will stop making games no matter what he says, so this is kind of
       | a non-story
        
       | crazy211 wrote:
        
       | theptip wrote:
       | Massive kudos to Zachtronics for defining a micro-genre, and
       | crafting such unique, fun, and interesting games with a small
       | team.
       | 
       | I have particularly fond memories of SpaceChem, and subsequent
       | releases always switched things up enough to be fresh and
       | interesting, while also riffing on the same fundamentally
       | satisfying abstract game loop of "solve an algorithm with limited
       | resources, then optimize".
        
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