[HN Gopher] Games Worth Continuing to Develop (Part 6)
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       Games Worth Continuing to Develop (Part 6)
        
       Author : ibobev
       Score  : 93 points
       Date   : 2022-10-24 10:41 UTC (3 days ago)
        
 (HTM) web link (c64games.net)
 (TXT) w3m dump (c64games.net)
        
       | danielvaughn wrote:
       | Sometimes I find myself thinking about the difference between
       | video games and traditional games. For some reason, we assume
       | video games are transient. What you played a few years ago
       | probably isn't what you're playing today, and you certainly
       | aren't playing something that you played 25 years ago. Of course
       | there's the nostalgia remakes and all that, but that's a small
       | subset.
       | 
       | On the other hand, you have chess, poker, monopoly, etc. These
       | games persist unchanged for decades, sometimes centuries.
       | 
       | Obviously the transience and rapid development of software is a
       | major factor. But it's interesting to ponder what a persistent
       | digital game would look like.
       | 
       | I suppose Tetris is probably the closest example I can think of.
        
         | Pxtl wrote:
         | Traditional games cannot iterate because they exist as an
         | agreement by the players, they don't have anybody who "owns"
         | the game to improve it. Notice that in tabletop and modern
         | boardgaming, where they do have a coherent owner, we _do_ see
         | revisions and iterations. If I play Dungeons and Dragons today,
         | or Cosmic Encounter, or Magic the Gathering, it 's not the same
         | game as 25 years ago. Not as radically as video games have
         | changed, but still they have evolved because the owners of
         | those games have iterated on them.
         | 
         | To my mind, the non-transient part is that these old games have
         | clear successors that hew very close to their original form
         | that still draw new players. If you want to play Quake, you
         | will find a massive number of games that play very very close
         | to Quake and have active playerbases.
        
         | thanatos519 wrote:
         | There's always The Ur-Quan masters:
         | https://sc2.sourceforge.net/
        
         | cardanome wrote:
         | Really? This might be true for multiplayer games (though people
         | still play Counter Strike 1.6 I guess) to some extend but for
         | single player games I don't see how they are transient.
         | 
         | Most of the games I play are ten years or older. Admittedly
         | lots of games that I never got around playing as a child. Also,
         | retro gaming is huge.
         | 
         | With gog.com it is pretty easy to play old game[?]. Though many
         | more modern games might get lost forever because they require
         | access to certain servers. We need legislation that forces
         | publishers to open source games including the server-side code
         | once they stop supporting them.
        
           | acomjean wrote:
           | Well some games are eposidic. I play a little fortnite, and
           | the island keeps changing, significant things come and go
           | (some weapons, map locations, bosses, ufos, boats). Its keeps
           | it from getting stale, but you can never go back to the way
           | things were..
        
       | reidjs wrote:
       | Many of those games have sequels, doesn't that mean they have
       | been developed further?
        
         | wzyoi wrote:
         | It's not original games, but their remakes for C64:
         | 
         | "8 Bit Civilizations (working title) by Fabian Hertel is a
         | impressive fan remake of the classic for the Commodore C64."
        
       | mathnode wrote:
       | The term "demake" is really popular in the fantasy console scene:
       | 
       | https://itch.io/games/tag-demake/tag-pico-8
       | 
       | Some of these projects like Alone in the Dark and UnduneII are
       | incredible.
       | 
       | The forum post for UnduneII has lots of info on it's creation:
       | https://www.lexaloffle.com/bbs/?tid=47155
        
         | mdtrooper wrote:
         | Well, the first famous "demake" was fan version of GTA for NES.
         | But the project really dead...very cold dead.
         | 
         | I am not sure but I think that the developer changed the game
         | title and the platform.
         | 
         | https://www.grandtheftwiki.com/Grand_Theftendo
        
           | vanderZwan wrote:
           | > _I am not sure but I think that the developer changed the
           | game title and the platform._
           | 
           | Correct, the wiki page you linked actually mentions this:
           | 
           | > _It was developed in 2002, and was due to be released in
           | Fall of 2005. It was never released, and instead it was
           | replaced with a brand new game, Retro City Rampage._
           | 
           | Here is the game in question:
           | 
           | https://www.vblank.com/RetroCityRampage/
        
             | bitwize wrote:
             | When I first saw Retro City Rampage I thought of Grand
             | Theftendo, but I didn't know they were related!
             | 
             | Retro City Rampage did actually get "retro system" releases
             | -- for DOS and Windows 3.1.
        
           | aasasd wrote:
           | There were official GTA 1-2 for Gameboy Color, so I'm not
           | sure there was even much need for that effort.
           | 
           | (There was also 'Driver' for GBC.)
        
       | [deleted]
        
       | thomaspark wrote:
       | Cool site. Here's the rest of the series:
       | 
       | https://c64games.net/2022/04/15/abandoned_games/
       | 
       | https://c64games.net/2022/07/23/abandoned_games_2/
       | 
       | https://c64games.net/2022/07/27/abandoned_games_3/
       | 
       | https://c64games.net/2022/08/21/abandoned_games_4/
       | 
       | https://c64games.net/2022/10/06/abandoned_games_5/
       | 
       | I always felt Starcraft: Brood War was a near perfectly balanced
       | game worthy of preservation.
        
         | nz wrote:
         | In a similar vein, Age of Empire 2 had a very interesting
         | resource-balance that few other games have managed to
         | replicate. With 5 resources (food, wood, gold, stone,
         | population), and each of those resources being good for very
         | different things (i.e. gold for stronger attack units, and
         | stone for static defenses), and with the population being
         | capped at 200, it presents the player with very interesting
         | choices that have ripple-effects down the line. The sequels
         | didn't quite manage to pull this balance off. And the dynamic
         | is very different from other classics like Civ or Humankind,
         | because those games about geographic control instead of worker-
         | management.
         | 
         | Hoping someone undertakes a formal study of game-balance and
         | economics in various strategy games (to help us make better
         | games).
        
           | annexrichmond wrote:
           | Definitely. Also there are four ages in AOE, each one
           | increasingly expensive but opens up a lot of technology. It
           | is a big investment and doing so without much control can you
           | leave you very vulnerable and is a key window for your
           | opponent to attack. It's a unique mechanic that adds a lot of
           | strategy to the game
        
             | nz wrote:
             | Yep, which creates a first-strike/second-strike trade-off.
             | If you have enough resources to click-up an age (or to
             | research some tech-upgrade), you have to choose whether to
             | do _that_, or to build up your military. If you choose the
             | latter, you are implicitly trying to cripple/destroy your
             | opponent before they attack you. If you succeed, then well
             | played. But should you _fail_, you have a huge problem.
             | 
             | The interesting thing is that the first-striker's failure
             | implies that the opponent had built himself up enough to
             | survive the first strike. Which implies that their economy
             | was not vulnerable to the first strike, and might also be
             | capable of launching a second-strike soon.
             | 
             | As a kid, I never really _understood_ decisions like Pearl
             | Harbor -- classic first-strike/second-strike tradeoff
             | example -- until I played this game.
        
         | bullen wrote:
         | I thought I had seen them all but nope so I downloaded the
         | single file .prgs on the first page and zipped them if anyone
         | want to give them a run:
         | 
         | http://move.rupy.se/file/prv.zip
        
         | bullen wrote:
         | Just had to fire it up for a quick 4v4 Hunters...
        
       | mothsonasloth wrote:
       | <on the slim chance anyone from Eidos or Embracer game devs are
       | in here/>
       | 
       | Please can you continue with the Deus Ex series, the three games
       | with their Cyberpunk storylines and tech futurism/pessimism are a
       | real gaming treasure.
       | 
       | It would be a shame for the franchise to just become another IP
       | asset gathering dust.
        
         | bitL wrote:
         | How about Half Life, Splinter Cell, Mirror's Edge...?
        
         | HideousKojima wrote:
         | I realize everyone hates Invisible War and pretends it doesn't
         | exist, but there are actually four games in the franchise so
         | far (five if you count that mobile game)
        
       | FortiDude wrote:
       | Some games could become immortal just like chess or go or poker
       | are today, if only they were open sourced...
       | 
       | This concept of continued developement is incredibly intriguing
       | to me
        
         | yakubin wrote:
         | Chess is immortal, not because its inventor left clear
         | instructions how to make chess boards and pieces, but because
         | the rules are well understood. To extrapolate it to video games
         | it wouldn't be about preserving the source code, but having a
         | good understanding of what makes a game what it is. It's more
         | like all the different versions of Doom or Mario, which do not
         | really share code.
        
           | Pxtl wrote:
           | Yes. I'd say any 25+-year-old game where 99% of gameplay
           | knowledge is transferrable and they still have a large
           | playerbase fits the bill for "immortal" games.
           | 
           | There are opensource reimplementations of many of such
           | classics anyways. Civ games definitely pass the test. The
           | classic Doom style boomer-shooter, the mario-style
           | platformer, the Arena-style Quake3 shooters also have many
           | opensource reimplementations. Some may not be rule-for-rule
           | bug-compatible reimplementations, but they're definitely
           | "close-enough" variants of the game that scratch the same
           | itches and could be picked up quickly by a player who enjoys
           | the classic.
           | 
           | What's more surprising are the giants of gaming that don't
           | get this kind of treatment. Like, there are reimplementations
           | of classic RTS games like Warcraft 2 and Red Alert, but the
           | but the art in these games are all asset-rips. You don't have
           | something like Xonotic or Unciv that rebuilds the game fully
           | from scratch. The only RTS game to get that treatment AFAIK
           | is Total Annihilation thanks to Zero-K and Beyond All Reason.
        
         | sumtechguy wrote:
         | There are several issues with open sourcing anything.
         | 
         | Ownership is the first one. Who owns the code. Take something
         | recent done with an unreal engine. Who owns that code? Most
         | opensource licenses are very clear on who owns it as they are
         | using copyright and contract law to back it up. The bits the
         | dev added clearly are the studios code. But what about unreal
         | that is fairly clearly not theirs to decide on. Then plugins
         | they buy, those companies may or may not want to open source
         | their code as that is what they sell to stay in business. You
         | could make a case 'what about that 25 year old game'. Well that
         | is interesting too as you still have to get owner approval. Yet
         | the owner may not even know they own it. As the legal bits were
         | long ago forgotten in some lawyers bottom filling drawer. Or
         | for that matter want to pay someone to fixup that legal mess.
         | 
         | That is assuming they even still have the code. When a company
         | goes into 'sell everything' mode. They are not always very
         | careful to keep that sort of thing around. They care more about
         | 'these 20 chairs can get me 50 bucks a piece, and there are 30
         | computers worth 200 each' not what is on them. Most of the old
         | code dumps we have access too are from companies that did care
         | or someone who pack ratted it away in their desk drawer at
         | home, or someone was sloppy with their security.
         | 
         | Then on top of that. Many times before 2000 there was no real
         | source control. Some companies did it. But many did not bother.
         | It was a folder on 'jims' computer that was the golden copy.
         | Then there is the idea of heritage. You made a game. But you
         | made 6 games since then, each one building on the previous one.
         | Would giving out that code mess you up somehow today?
         | 
         | There are also those who can do all of those things. They just
         | do not want to. This is the thing they sell. They are not going
         | to give it away, at all.
        
       | sammy2255 wrote:
       | I'm shocked by how many websites can't handle a few requests a
       | second
        
         | thomascgalvin wrote:
         | I'm not. Plenty of people expect their traffic to be "a few
         | friends", not "a few hundred thousand strangers", and they
         | still use the first host that showed up in Google sixteen years
         | ago.
         | 
         | Those hosts cater to people who expect a few friends' worth of
         | traffic, and have little incentive to optimize for the Hacker
         | News Hug that is honestly unlikely to happen.
         | 
         | Can you find an affordable host that could scale to big
         | traffic? Sure. But that takes time to research, and they payoff
         | might not be there for most people.
        
           | bitexploder wrote:
           | I am pretty sure my site would be ok. It's just static HTML
           | and pretty streamlined. A $5/month VPS. Maybe some day I will
           | write a cool enough post I feel like sharing.
        
             | SketchySeaBeast wrote:
             | Well, the only real way to know is by sharing the link and
             | finding out. No plan surviving first contact and all that.
        
               | bitexploder wrote:
               | I ran a load tester at it. It is just nginx and a static
               | site generated with tesla, nothing remarkable. 522
               | Req/Sec and around 4 MB / Sec bandwidth consumed. 16K
               | pages served in 32 seconds with zero errors. 122 MB
               | total. At least, in its current form it would survive a
               | pretty significant hug of death :)
               | 
               | (stealthgoat.com if anyone is curious, I just started
               | blogging again after many years of meaning to, currently
               | just non-tech stuff.. kind of just my personal notes I
               | felt like sharing with the world) :)
        
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