[HN Gopher] Cramming 'Papers, Please' onto Phones
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       Cramming 'Papers, Please' onto Phones
        
       Author : nycpig
       Score  : 270 points
       Date   : 2022-08-06 20:43 UTC (2 hours ago)
        
 (HTM) web link (dukope.com)
 (TXT) w3m dump (dukope.com)
        
       | chairhairair wrote:
       | The productivity of solo indie game devs is just really
       | impressive.
       | 
       | While I'm aware of the "go fast alone, go far together" quote,
       | I'm depressed by how inefficient app/ui development is at big
       | tech companies compared to game studios, especially short staffed
       | indies.
       | 
       | Really makes me wonder about the "engineering excellence" that
       | tech leads and "architects" pride themselves in when games are
       | developed much more quickly and are - to my eye - much more
       | stable and performant.
        
         | chairhairair wrote:
         | Expanding on this in a reply to my own comment.
         | 
         | Grinding Gear Games, as an example, is a NZ based game studio
         | that releases a new expansion to their famous RPG - Path of
         | Exile - every three months.
         | 
         | The game is not a simple program by any stretch - which might
         | be a fair criticism for Papers Please by comparison since it is
         | purely client-side and all possible states of the game can be
         | fairly easily enumerated.
         | 
         | Path of Exile is a persistent cross-platform 3D online
         | multiplayer game that has daunting requirements for
         | consistency, latency, and graphical performance.
         | 
         | Despite that, each three month release cycle introduces more
         | new UI elements and features than I think the entirety of
         | Google apps release in the same timeframe. And that's not
         | because Google isn't trying to build new things - they are and
         | I've written UI for several of those projects.
         | 
         | Does anyone else feel a real sense of deflation when it comes
         | to app/web development velocity compared to games?
        
           | bestinterest wrote:
           | I have the exact same feelings.
           | 
           | Is immediate mode GUI's just that much better? Instead of a
           | complex React/Redux style setup, how much easier would state
           | management be if we had a render loop like game dev? Does
           | that even make sense?
           | 
           | I am very envious at the pure programming skills of so many
           | game developers. UI's in indie games are just a side thing in
           | the deep complexity of a game and they end up looking
           | incredible compared to the level of effort required for year
           | long web app projects.
        
         | Jare wrote:
         | A lot of it is about tradeoffs (long term vs one-off projects,
         | business stakeholders, and a long etc), but there's also
         | significant selection bias. Most "indie" projects die before
         | having much of a playable thing, and many successful solo indie
         | projects can take many long and grueling years (e.g. Stardew
         | Valley).
         | 
         | Engineering in most organisations will place stability and
         | predictability very high among priorities, and pay a hefty
         | price for it (sometimes, messing up along the way and getting
         | neither benefit). An individually brilliant engineer can be a
         | great asset if properly managed, but you need the majority of
         | people to be less of an outlier.
        
           | chairhairair wrote:
           | I think we can ignore the selection bias because I'm not
           | aware of any "AAA app" (for lack of a better term) that moves
           | as quickly and productively as the best game studios do (see
           | my comment about Grinding Gear Games below). Additionally,
           | these apps employ engineers that are supposedly amongst the
           | best money can buy. At least, if there is some better way to
           | hire top engineers it should be fairly obvious in AAA app
           | output of some orgs with better hiring processes - but I'm
           | not aware of any such apps or orgs.
           | 
           | As for stability and predictability, I'm not confident that
           | AAA apps are hugely (or maybe even significantly) more stable
           | or predictable than the best games. Maybe my tolerance for
           | bugs is higher in games than apps, but I do seem to tolerate
           | quite a lot of jank and slowness from apps, so I'm not sure.
        
         | ElevenLathe wrote:
         | I've had my eyes opened recently onto the world of modern game
         | editors (Unity, Unreal, Godot, etc.) by watching gamedev
         | streams. The productivity of these environments, and their
         | associated asset stores, is amazing. You can't help but think
         | that other domains would also be well-served by a fully-
         | integrated experience like this. Surely the universe of
         | "webapps" or "unix-y network services" is at least as
         | constrained as "3D games" is (possibly more?).
         | 
         | I would certainly be interested in a "Unity for line-of-
         | business apps." I guess this was VB6 lol.
        
           | ink404 wrote:
           | do you have any streams that you'd recommend?
        
             | ElevenLathe wrote:
             | I typically bounce around the twitch category before
             | settling on one. These tend to be smaller streamers who
             | don't have regular hours. One that I try not to miss is
             | Jonathan Blow, though his current project is in a custom
             | engine (written in new language on a custom compiler, even)
             | so it's not immediately relevant to learning about modern
             | game editors.
        
       | keyle wrote:
       | The blog post is really top tier. Consider how much time some
       | engineers spend considering details when they're just being
       | contracted to do a job (I've work with lots) and how this indie
       | game project is being explained, nitpicked, loved and cherished.
       | 
       | The blog post alone makes you want to purchase whatever this
       | person has been working on based on how much passion is oozing
       | off the explanation of how it's made.
       | 
       | Side note... A lot of YouTubers also work like this: pushing the
       | craftsmanship to beyond expectation to almost cause an emotional
       | reaction.
       | 
       | In this case though, it's genuine engineering with high
       | standards.
        
         | lemming wrote:
         | IMO you should absolutely buy what he produces, partly as you
         | say to support a genuine craftsman, but also because
         | (unsurprisingly) the games he produces are really good. I also
         | think of my purchases as a donation to keep his blog posts
         | coming.
        
         | kergonath wrote:
         | > The blog post alone makes you want to purchase whatever this
         | person has been working on based on how much passion is oozing
         | off the explanation of how it's made.
         | 
         |  _Papers Please_ is nice, but _Return of the Obra Dinn_ is a
         | masterpiece. Honestly. A very cool concept with some impressive
         | attention to detail. Pixel-perfect 1-bit dithered graphics,
         | amazing soundtrack, and a nice story. I don't have a link here
         | but there was a forum thread somewhere where he discussed his
         | progress as he was making the game. It's a bit long but we'll
         | worth a read as well.
        
       | diebeforei485 wrote:
       | I own the iPad version. Anyone know if I need to pay again for
       | the iPhone version?
        
         | snoopy_telex wrote:
         | https://www.theverge.com/2022/7/25/23277003/papers-please-mo...
         | 
         | > He added that the game would be available as an update to the
         | 2014 iPad app
        
       | yojo wrote:
       | I played through Papers, Please back when it came out on desktop,
       | and at the time I remember wondering: "why is this fun?" I
       | enjoyed it tremendously, but on the surface that didn't make any
       | sense. Who wants to play an immigration officer sim? Getting this
       | peek behind the curtain helped me understand all the little
       | decisions that add up to an unexpectedly fun experience.
       | 
       | The level of thought given to tiny UI interactions here is
       | wonderful. Details like being able to swipe around to "play" with
       | the dangling pull chain. Any other dev would just make it a
       | static image and call it a day. But these little bits of magic
       | working together transform one of the most boring possible topics
       | into a real gem of a game. This post should be required reading
       | for interaction designers.
        
       | unstatusthequo wrote:
       | For those annoyed with the Apple Store not finding it under
       | "papers please" and forcing you to use the comma instead of being
       | sensical, here is the link: https://apps.apple.com/us/app/papers-
       | please/id935216956
       | 
       | I scrolled several screens finding only knock offs without the
       | comma. The App Store and Apple Music search experience is not
       | great.
       | 
       | Anyway, happily bought this game again in this new format! Well
       | done, sir!
        
       | bbx wrote:
       | I knew about this game at launch but only bought it last year to
       | play on a Windows tablet. Always thought I'd love the game... And
       | I did.
       | 
       | My only regret was that I couldn't play it more often, on the go,
       | on my phone. I understood why, considering the intricate gameplay
       | and the precise interface required, it wasn't possible.
       | 
       | And then suddenly... this. Instant buy.
        
       | krallja wrote:
       | This is exactly how I would have hoped to find out "Papers,
       | Please!" is out for mobile phones.
        
       | game-of-throws wrote:
       | > I created Papers, Please in 2013 specifically for desktop
       | computers with mouse control.
       | 
       | This is interesting to read. When I first played it I was dying
       | for touch controls. It seemed like such a natural fit for the
       | gameplay of sliding papers around.
        
         | lupire wrote:
        
       | ridiculous_fish wrote:
       | Just wanted to say thank you for Papers, Please! I loved playing
       | it on my iPad and it's awesome to have it available for my phone
       | now too - a free update no less.
        
       | radiojasper wrote:
       | This is one of the coolest things I've read in a while. I love
       | the thought process behind each element of the game and it's all
       | executed very well. As a fan of the desktop game, I can't wait to
       | try this out on mobile.
        
       | at_ wrote:
       | Find his work endlessly inspiring not just in terms of how good
       | it is, but also in the way it has proved there's an audience
       | hungry for the experimental and conceptually quite challenging
       | games he makes, too -- carved a path and set the bar for
       | artistically inclined game-devs (and game-dev inclined artists)
        
       | egypturnash wrote:
       | Man it is gonna be so nice when the average young adult has a
       | device in their pocket that folds out to the size of a paperback,
       | or even a magazine, and we can start making popular culture that
       | fits that size again instead of everything having to make sense
       | through the tiny window of a phone.
        
         | soylentgraham wrote:
         | Phones could be fine if 95% of the screen wasn't covered in
         | popups, adverts, mailing list & cookie prompts.
        
           | kevin_thibedeau wrote:
           | Firefox mobile + UBO brings the future to you today.
        
         | blooalien wrote:
         | > From the article: "Now, here, in 2022, desktop computers no
         | longer exist and all computing is done via handheld mobile
         | telephone."
         | 
         | They're _kidding,_ right? Nobody in their right mind actually
         | believes that, do they?
        
           | DizzyDoo wrote:
           | Of course, he just called it a "handheld mobile telephone",
           | that's tongue-in-cheek.
        
           | kencausey wrote:
           | It's hyperbolic truth, acknowledging that the future is now.
        
           | fragmede wrote:
           | _All_ is hyperbole, since the ergonomics on a laptop are
           | terrible, and there will always be a segment for which that
           | 's a showstopper, but it's already true for certain segments
           | of the population. Especially among the less privileged where
           | there may not even _be_ a desktop computer available or only
           | at school /library, mobile phones are increasingly where work
           | is done. Writing essays and emails, and filling out important
           | forms, may not be the most ergonomic, but it beats not being
           | able to.
           | 
           | Look at devices with foldable screens and external keyboards
           | like the Asus Zenbook 17. Without getting lost in arguing
           | semantics of if an iPad (mini/pro/regular) sized tablet
           | counts as a mobile telephone, it's clearly not a desktop, and
           | it's easy enough to imagine that desktop computers will go
           | the way of the mainframe.
        
             | lotu wrote:
             | I was stunned when I went to a writing circle and saw
             | college students using their phones.
        
           | a9h74j wrote:
           | I took that as either [kidding] overstatement (to bypass
           | discussion of _why_ ) or short for _desktop computers no
           | longer exist [for my market purposes]_.
           | 
           | To your general question, I've heard a professor lament a
           | student stating that _all CAD applications should work on
           | phones._
        
         | aliqot wrote:
         | I'm noticing a lot of the younger crowd don't seem as glued to
         | the phone as their parents. Materialists will always be
         | materialists, but as an adherent to Ordnung, I don't own/need a
         | phone, so it sticks out and it's obvious to me that the normal
         | garden variety youth these days are not as absorbed as the
         | first generation to this little thing known to 'create fire'
         | because it is now commonplace. A computer in your pocket has 0
         | novelty or wow-factor to this generation, as it should. Nobody
         | fawns over a butane-lighter or debit card, they're commonplace
         | despite being relatively new.
         | 
         | This isn't just in my community, it's noticeable enough in my
         | travels that it seems to be a trend. I assume it is because of
         | more short-format digestible content, along with the shift of
         | social being one-to-one and one-to-many, to being many-to-many,
         | in the sense that you're not necessarily seeking out those you
         | had a direct relationship with, you're seeking out elements and
         | segments of a topical zeitgeist, whether that be tech videos,
         | memes, cat compilations etc.
         | 
         | I also have another hypothesis- when phones that provided a
         | rich experience first debuted, it was the nerds and city folk
         | who got it first. iPhone then brought this mobile-first-
         | lifestyle to the stylemakers and artists and those whose inner
         | monologue is narrated by Justin Long, folks who'd likely have
         | bought anything apple anyway. From there, smartphones and rich
         | experiences were disseminated into the lesser elements of the
         | greater public who either are receptive to tastemaker's
         | influences or have limited option to refute the convenience of
         | popularity; popular hardware is cheap, ubiquitous and
         | accessible, some might say in some regards modern smart phones
         | are disposable.
         | 
         | What I'm getting at is this, this stuff is no longer a mystery
         | to this generation. We are now 2 or 3 generations removed from
         | this type of pocket-computer being anything wow-inducing. I
         | think of it sometimes like when I was a youngster, the class of
         | people who traveled via air vs everyone else at ground level.
         | Air travel had a mystique and prestige, this person must be
         | doing something to be enjoying a cigarette and being served a
         | glass of wine however many feet in the air, direct to
         | destination. The same way I might not be in admiration of my
         | neighbors boots for having a good welt, because a good welt is
         | a given, I assume the youngster of today are no longer enamored
         | by the novelty of a mobile phone or pocket-computer. As such,
         | it is no longer a status symbol for most. So what the new
         | iPhone came out and you got one, that's only a valid status
         | symbol for maybe a few weeks, for over 1,000 USD invested in
         | some models.
         | 
         | Youth of today, I don't see them going for a pocket atlas or
         | any such form factor, I see them going for augmented spectacles
         | or lenses. Everything indicates that a new 'moores law' is
         | taking effect around energy storage and thermodynamics - we are
         | no longer optimizing per-core clock speed, we are optimizing
         | core count and the amount of energy that can be stored to later
         | be turned into CPU cycles rather than heat. As soon as the
         | battery technology will allow it, you will see lenses, whether
         | they be spectacles or contacts, that will take in and
         | assimilate your surroundings, your focus, and the imperceptible
         | changes to your heart rate, retinal dilation, and ocular
         | pressure responses to commercial items. It's not far fetched,
         | we already know of this research being done. Despite the
         | cumbersome experience of VR, we are seeing a point where it is
         | no longer 3D TV or bluray level tech, it's sub-standard as a
         | whole but more and more people are buying it because it shows
         | promise.
         | 
         | I see in the future that our interface devices, whether they be
         | communicators like phones, or additive interfaces like AR
         | spectacles that can dole out retail info in response to a brief
         | biomarker-spike like pupil dilation when glancing at a new pair
         | of shoes. These devices will be funded by corporations much the
         | same way tech learning materials, operating systems, and
         | software is today. It makes most sense that before wider
         | adoption, they'd first be available to those with the most
         | capacity for realizing an ad-prompt via converting to a
         | purchase, so think of like snapchat goggles release, but at
         | your local best buy.
         | 
         | pocket-held mobile phones are the least optimal form factor for
         | every purpose or task it can accommodate other than "fits in
         | pocket". Mark my words, as soon as it can be bonded to a
         | wearable lens, it will be, and the corporations will subsidize
         | it heavily. You think adtech is bad now, just wait.
        
       | macintux wrote:
       | Had to skim for a bit to figure out what was going on, because I
       | distinctly remember playing on my iPad many years ago. Turns out
       | it was iPad only, this was the first time it was redesigned to
       | fit on the phone screen. The author didn't want to force users
       | into landscape mode, which I completely understand: playing games
       | in landscape feels alien on my iPhone.
       | 
       | Interesting look at the process of making the UI work well.
        
       | tosh wrote:
       | Fantastic write-up. Thanks for sharing this!
        
       | simonbarker87 wrote:
       | I'm always amazed at how many programming languages there are.
       | I'd never heard of Haxe, I don't think it would have crossed my
       | mind to look for something like it but here it is powering a
       | highly successful game with, from what I can tell, a vibrant eco
       | system around the language as well.
       | 
       | Perhaps I'm not curious enough to go exploring for these
       | languages. I've used a few smaller ones in my years (usually
       | because of an external forcing factor - like Squirrel running on
       | ElecticImp devices) but I tend to stick to the big names we all
       | know
        
         | MBCook wrote:
         | I've only ever heard of it in one context. About seven years
         | ago TiVo announced that they were going to start using it to
         | program their devices when they made the new (terrible)
         | interface.
         | 
         | I don't think I've heard about it since then.
        
           | egypturnash wrote:
           | Haxe is very much a games language, it started out (IIRC) as
           | an ActionScript compiler by a game studio (Motion Twin, now
           | most famous for Dead Cells) who was sick of trying to program
           | in the shitty bare-minimum editor built into Flash, and
           | evolved into its own language that compiled to the Flash
           | plug-in's VM. Motion Twin released it and its support tools
           | as open source, and a lot of other Flash game devs picked it
           | up.
        
         | dhosek wrote:
         | I came of age in an era in which it was often important _which_
         | version of a language you were programming in. Not all C code
         | could compile with all C compilers (which was part of the
         | motivation behind the C preprocessor), likewise with Pascal,
         | BASIC, FORTRAN, etc. IBM had two different Pascal compilers for
         | VM /CMS named, confusingly, VS/Pascal and Pascal/VS which were
         | almost but not quite identical in functionality and features.
         | On timesharing systems, you might discover all manner of legacy
         | languages lurking on the (dishwasher-sized) hard drives. I
         | checked out a book on SNOBOL from the library to understand
         | what was happening in some SPITBOL code that I found on UIC's
         | mainframe that was part of the source for a C compiler. Most
         | personal computers came with some version of a Microsoft BASIC
         | in ROM, but there were differences from one platform to the
         | next so you couldn't necessarily just type in a program written
         | in AppleSoft BASIC and run it in QBASIC under DOS. The fact
         | that in 2022 JVM languages run identically anywhere and that
         | Rust is (almost) platform-agnostic is, to be honest, kind of
         | miraculous.
        
         | tokinonagare wrote:
         | > I'd never heard of Haxe
         | 
         | Well it was born in France in a web game company (some of their
         | games were pretty famous domestically) as an internal language,
         | and the main selling point at first was the multiple
         | compilation targets (PHP, JS) which included Flash. It wasn't
         | something developed in English in the open at first like a lot
         | of new languages are nowadays, so obviously it took some time
         | to get some international exposure.
        
           | PoignardAzur wrote:
           | Wait, you mean Motion Twin?
        
             | govg wrote:
             | Yes, who are famous in large part for Dead Cells. One of
             | the developers even went on to lead Shiro Games, which has
             | done stuff like Dune and Northgard.
        
       | stijnsanders wrote:
       | ( https://dukope.com/devlogs/ doesn't appear to have a feed URL?
       | )
        
       | rossvor wrote:
       | If you see a devlog post from Lucas Pope you know it's going to
       | be a goldmine. No matter the topic. Dude has a real knack in
       | writing these, clearly describing the problem and the thought
       | process on possible solution. And making it all very interesting
       | so you yourself start thinking how would you address it or what
       | other cool thing could be built instead.
       | 
       | Here's some of his other huge devlogs on TIGSOURCE:
       | 
       | 1. Papers, Please.
       | https://forums.tigsource.com/index.php?topic=29750.0
       | 
       | 2. Return of the Obra Dinn.
       | https://forums.tigsource.com/index.php?topic=40832.0
        
         | collegeburner wrote:
         | Arstechnica did a war stories with him on Return of the Obra
         | Dinn, combining one of my fave video series with one of my fave
         | gamedevs. https://www.youtube.com/watch?v=OMi6xgdSbMA
        
         | scyzoryk_xyz wrote:
         | Yes - I remember even coming across those before Papers became
         | a bigger thing. So thorough
        
         | aerovistae wrote:
         | Yes, the guy is honestly some type of genius. To be this
         | talented of a programmer, and across multiple platforms,
         | languages, and toolsets just dazzles me. It's hard enough to
         | just be competent with one platform. I can't imagine.
         | 
         | And on top of that he composes the music and makes the art and
         | literally everything else.
         | 
         | I honestly just don't understand how a person can get that good
         | at that many things.
        
           | hbn wrote:
           | He's also a fantastic game designer. I played through Return
           | of the Obra Dinn last year and it was one of the coolest game
           | experiences I've had. It really doesn't hold your hand, it's
           | just using logic and clues to piece together a mystery and
           | put names to faces. Keep a notepad handy and it's a real fun
           | time!
        
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       (page generated 2022-08-06 23:00 UTC)