[HN Gopher] John Carmack goes off about online-only games being ...
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       John Carmack goes off about online-only games being abandoned
        
       Author : Michelangelo11
       Score  : 193 points
       Date   : 2023-02-12 20:13 UTC (2 hours ago)
        
 (HTM) web link (www.pcgamer.com)
 (TXT) w3m dump (www.pcgamer.com)
        
       | turtleyacht wrote:
       | _Hello, I am GameGPT and I create games. Drag-and-drop assets or
       | use the prompt to generate a game!_
       | 
       | "Hey, there was this multiplayer game my friends and I loved to
       | play called ___ and it had the following mechanics. Here are some
       | maps and the instruction manual. You can even check out some
       | examples from the following YouTube links." Etc.
       | 
       |  _Reverse engineering. Please wait..._
        
       | somethoughts wrote:
       | To me it seems confounding that Meta doesn't just figure out a
       | long term strategy to do the opposite of acquihire. Basically
       | while forming a highly experimental group like EchoVR and/or
       | acquire hiring like EchoVR, prepare to have the optionality to do
       | a micro-spin off where the team gets some equity and Meta
       | maintains a 50% stake, which enables a future spin-in.
       | 
       | I could see how EchoVR might not make much of a dent in Meta's
       | earnings, but that'd be a significant customer base to start off
       | with.
       | 
       | This applies to other FAANG companies too - like Google. Why not
       | take a handful of Fuschia engineers, group them together and then
       | have them partner with say, Framework.
        
         | AdrianB1 wrote:
         | Where should that strategy come from? In the end of the day,
         | Meta is just the company of one huge and profitable product
         | (Facebook) that just happened to be successful, not the result
         | of a great strategy. There is no history of a great strategy to
         | support the expectation of having one now. But they have a lot
         | of money, so acquisitions are easy.
        
           | somethoughts wrote:
           | Probably the better way to structure the deal would have been
           | to do a partnership where the smaller company uses the SSO of
           | the FAANG company and future profit sharing in exchange for
           | cash, equity and server infrastructure.
        
       | sosodev wrote:
       | I think there's a huge opportunity for indie developers to clone
       | popular games and make them more consumer friendly.
       | 
       | It seems like a lot of huge corporations will blindly chase
       | profits with zero consideration of what their fans want.
       | 
       | I've been building a company (https://hyperspacelogistics.com/)
       | where we believe that doing what's best for the fans is actually
       | best for the company. In fact, we state "We strive to support
       | actively used products for as long as possible" as one of our
       | core values.
       | 
       | Our upcoming game GunZone will even include a dedicated server so
       | players can still play even if the company dies out. Funny that
       | this standard of old games is now considered a big feature.
        
         | pathartl wrote:
         | I've been going through a bunch of old games recently for a
         | project involving a regular LAN party some friends and I hold.
         | If I can make a suggestion, bundle as much documentation as you
         | can with the dedicated server.
         | 
         | It's infuriating how many times I've run into games where the
         | potential commands/switches have been documented online across
         | 30 websites, but every site is incomplete. Tons of games don't
         | even document how to set the listen address or port, or even
         | what runtimes might be needed in order to run.
        
       | thomastjeffery wrote:
       | John Carmack is a strange character. Ideologically, he sees the
       | failure of Oculus' business model; but practically, he has
       | ignored it from the word, "go". Let the business-obsessed people
       | deal with that.. spoiler: they did.
       | 
       | He's the one who made the whole thing viable in the first place!
       | I would hate to stand in his shoes, to watch the fruits of my
       | labor rot on the ground below, begging someone to simply reach
       | down and pick them up: someone whose entire business model
       | forbids them.
       | 
       | Was it worth it? Sure, he got to work on something really cool,
       | and get paid lots of money... Yet it seems obvious from where I'm
       | standing that this story could have been written with much more
       | satisfying goals, and still played out with most of the same
       | benefits reached.
       | 
       | Just look at the valve index! Huge success without any of this
       | walled-garden bullshit or compromise, and it's still king 4 years
       | in. The only advantage Oculus has had is affordability, but I'm
       | still not convinced walled-garden paths are the only ones that
       | lead to cheap.
        
         | satvikpendem wrote:
         | > _he sees the failure of Oculus ' business model_
         | 
         | Huh? Oculus is the best selling VR headset available, it sold
         | way more than the Index.
         | 
         | > _The only advantage Oculus has had is affordability_
         | 
         | ...yes, this is how consumer sales works. People buy what is
         | affordable.
        
           | Lev1a wrote:
           | > Oculus is the best selling VR headset available, it sold
           | way more than the Index
           | 
           | Release date of Valve Index: 2019-06-28
           | 
           | Release date of first Oculus1: 2016-03-28
           | 
           | There were about three years of tech adoption by consumers
           | between these releases, Oculus was, before their first
           | commercial HMD release, was acquired by Facebook for US$2
           | Billion, FB which could also use its near monopoly in social
           | networks to place ads and thus influence billions of people
           | to buy the product(s) of one of its subsidiaries.
           | 
           | In contrast:
           | 
           | > It sold an estimated 149,000 sets in 2019, 103,000 of which
           | were in the fourth quarter due to the announcement of Half-
           | Life: Alyx, which buyers received for free. The sudden demand
           | caused the unit to be sold out in all 31 countries except
           | Japan in January 2020. As of December 2019, 6.67% of the VR
           | units connected to Steam are Valve Index sets. While Valve
           | had anticipated supply for many of those that had ordered the
           | Index in time for the March 2020 release of Half-Life: Alyx,
           | _the COVID-19 pandemic impacted production of the Index which
           | left Valve with a reduced number of units available on the
           | release date_.
           | 
           | - https://en.wikipedia.org/wiki/Valve_Index#Release (emphasis
           | mine)
           | 
           | 1: since you didn't specify which of _the range_ of Oculus
           | HMDs you 're referring to
        
           | thomastjeffery wrote:
           | Moral failure. The whole thing this article is about. For
           | example:
           | 
           | > Carmack goes on to say that Bosworth greenlit the release
           | of the Oculus Go root build (an unlocked OS allowing full
           | access (opens in new tab)) that he had long pushed-for, but
           | "after seeing how much internal effort was involved to make
           | it happen, I almost felt bad about it," said Carmack. "The
           | constraints are just different in a company the size of
           | Meta."
           | 
           | The "constraints" are their business model: underprice the
           | hardware and overprice the software. It's not a new model,
           | this is what consoles have done since Carmack made Doom!
        
             | satvikpendem wrote:
             | I don't see how that's a moral failure, it's just how
             | console businesses operate, as you noted.
        
         | dumbotron wrote:
         | Rather than criticize from the sidelines, Carmack should take
         | some of his sweet Meta money, buy the rights from them, and
         | fund the indefinite maintenance of these things himself. Or he
         | should start a new game company that holds to these values.
         | He'll either find himself agreeing with the business people or
         | broke.
        
           | botverse wrote:
           | > Or he should start a new game company that holds to these
           | values. He'll either find himself agreeing with the business
           | people or broke.
           | 
           | He's done it already with id software, he didn't end broke.
           | Feels like you don't know who this guy is
        
             | dumbotron wrote:
             | He started id when he was 21 right as tech got good enough
             | for first-person shoorters. It launched all its famous IP
             | in its first 5 years. He _left_ the job of maintaining
             | legacy IP and a declining game engine to work on something
             | new. There are different type of leaders. His strength is
             | in building, not maintaining. His track record shows this.
             | He 's just hurt that the platform outgrew him.
        
         | bitwize wrote:
         | Knowing what I do about Carmack, if Facebook burns through
         | billions trying to create a sad, failed VR utopia, he'd say
         | it'd have been worth it for the opportunity to advance the tech
         | via blue-sky development on such issues as non-cumbersome,
         | accurate tracking hardware and high-resolution, low-latency
         | displays.
        
       | rektide wrote:
       | Two of my truly-beloved games are gone or about to go.
       | 
       | Titanfall: Assault was a great 5 minute mobile auto-battle-arena
       | game, shut down in 2018. I've never had a game that built &
       | escalated into such a fun little conflict before or since.
       | 
       | Dreadnought is a lovely paced spaceship brawler, a great slugest,
       | and is shutting down end of the month.
       | 
       | Neither of these games had anywhere near 10,000 active users, I'd
       | guess. I still there was a chance for the really excellent niche
       | things to do more than fizzle over time & disappear.
        
         | Icathian wrote:
         | Dreadnought and Fractured Space both deserved better than they
         | got. Makes me sad I can't just go hop on games anymore, they
         | were a lot of fun.
        
         | strictnein wrote:
         | On the topic of Titanfall ... Titanfall 2 is probably my
         | favorite online FPS (in addition to having some really great
         | single player) and Respawn has been letting it slowly degrade
         | for years now. It'll be really sad when it's completely
         | unplayable. Calling down Titans in it and the original
         | Titanfall was such an experience. So fresh and different, in
         | addition to the really sharp and refined player movement.
         | 
         | EA did them no favors by launching Titanfall 2 at the same time
         | as a CoD and Battlefield title (EA was competing with itself
         | which makes no sense). Had they launched in the spring, away
         | from those two behemoth titles, the game would have had a much
         | better life.
        
           | oneplane wrote:
           | Thankfully, Northstar makes Titanfall 2 completely
           | independent of EA if need be. Right now they still check the
           | EA client ID against EA's servers to get around
           | copyright/legal issues, so you have to own the assets
           | according to EA in order to play a modded private hosted
           | version, but there is no reason the EA-check couldn't be
           | removed. The loader is open source, so anyone who wants to
           | could fork it and do that.
           | 
           | I suspect, however, that this time people got lucky: the
           | Titanfall 1 and 2 games contained most, almost all of the
           | server-side requirements/assets, so hosting a server was
           | mostly a matter of breaking in to one DLL file and a few game
           | script modifications to get access to the entire source
           | engine and game features. As far as I understand, the main
           | missing content were the navigation meshes for the AI, a few
           | scenario scripts, and some party/lobby features. Most, if not
           | all of those have been reverse-engineered or created by the
           | community, so that's not even an issue anymore.
           | 
           | But the more games get individually specialised engines, less
           | and less server features included in the client-side game
           | releases, the harder it becomes to do this type of stuff. In
           | the case of idTech, unreal engine and Source, most things
           | outside of the main menu and settings panel are 'maps' and
           | those are either 'hosted' by your own game client, or by a
           | remote server. That means that due to the architecture, the
           | client package has to have at least some server features. If
           | games have training modes, or explore/tryout/singleplayer
           | modes, there has got to be more server-logic/code/assets in
           | the client package to enable that.
        
       | johnnymorgan wrote:
       | Microsoft Allegiance is a good example of a company opening the
       | source to the community to keep it alive after they closed their
       | doors.
       | 
       | It's a model I'd like to see included down the road when we can
       | abstract the compute costs
        
       | kvark wrote:
       | John have strong beliefs about how a business should operate. I
       | bet he also has strong beliefs about politics, music, you name
       | it. I love the act of software preservation, playing old games,
       | seeing longer product cycles, but what ground do we have to
       | criticize Meta's business decision here? None.
        
         | eropple wrote:
         | _> what ground do we have to criticize Meta's business decision
         | here_
         | 
         | We are people in the world. The reality that our public square
         | --which includes the ways in which we play--is being controlled
         | by businesses who do not answer to us and do not care about
         | that public square except in the way that value can be
         | extracted from it is _well_ within our rights to criticize.
         | And, frankly, legislate.
        
           | npteljes wrote:
           | I guess the thing is to distinguish when the private park
           | turns into a public square. Ideally, I'd like them either to
           | be supported, or open sourced. Then the community could
           | really pick it up if they want to, or if the publisher
           | doesn't want that, they could just support it for longer.
        
         | amrb wrote:
         | > what ground do we have to criticize Meta's business decision
         | here? The expensive hardware would be my first, second lock in
         | to their store and third why should people stop playing a video
         | game they like.
        
         | smt88 wrote:
         | Carmack successfully co-founded one of the most legendary game
         | studios of all time, and then he had a leadership role at Meta.
         | Meta is pivoting to being a game company (in the sense that the
         | "Metaverse" is a shitty game).
         | 
         | Carmack's strong views on politics and certain other topics are
         | indeed silly and uninformed, but his commentary in this case is
         | interesting and valuable. He may be wrong in the end, but he's
         | also not speculating like other business pundits.
        
         | LegitShady wrote:
         | >but what ground do we have to criticize Meta's business
         | decision here? None.
         | 
         | I don't get it. What qualifications or grounds does anyone need
         | to criticize a large corporations anti consumer actions? None
         | needed, so not having special permission or be pre-qualified
         | for some random person's satisfaction literally doesn't matter.
         | 
         | Anyone can criticize meta and no one needs a grounds aside from
         | their criticism existing.
        
       | FartyMcFarter wrote:
       | I love Carmack's general message here, but this part is not
       | something a lot of developers have the luxury to do:
       | 
       | > "Most of game development is a panicky rush to make things stop
       | falling apart long enough to ship, so it can be hard to dedicate
       | time to fundamental software engineering, but there is a
       | satisfaction to it, and it can pay off with less problematic late
       | stage development."
       | 
       | When you're at id Software and don't have to answer to anyone
       | with regards to deadlines or funding, it's fine to think like
       | this. Unfortunately a lot of developers have a lot more
       | constraints than Carmack did when he made his best games.
        
         | peoplefromibiza wrote:
         | > When you're at id Software and don't have to answer to anyone
         | with regards to deadlines or funding
         | 
         | actually Id Software people worked in much harder conditions
         | than game devs of today.
         | 
         | https://preview.redd.it/iehd38ucuuz71.jpg?width=450&format=p...
        
         | [deleted]
        
         | dumbotron wrote:
         | Didn't id software lose a lot of relevancy in the early 2000s?
         | They stopped producing new, interesting IP, and their engines
         | lost popularity.
        
         | progman32 wrote:
         | I took it as an appeal to management to consider the trade offs
         | they're forcing.
        
           | FartyMcFarter wrote:
           | That might be the case, but in games development you often
           | have a company (studio) answering to another (publisher), and
           | it's the publisher's management that decides the deadlines
           | and funding. The people managing the engineers would have no
           | control over those.
           | 
           | Carmack's company didn't have this problem when they made the
           | games they eventually open-sourced. When they did get bought
           | by a publisher, they no longer open sourced their games as
           | far as I know, so who knows what the engineering practices
           | were like at that point.
        
             | pathartl wrote:
             | Games are this interesting medium of art where they're
             | really not easily replicated, but very easy duplicated.
             | There's practically no equivalent to a cover for a song
             | that exists for a game. You can distribute a ROM, maybe
             | swap some assets, but the code only exists in the binary it
             | was compiled to. It was only up until recently (with
             | decompilations) that a game was effectively set in stone
             | unless it was open-sourced.
             | 
             | I don't know. I think it's silly for decades-old-games to
             | run into licensing issues when trying to go open source.
             | The tech is effectively obsolete except in the instance of
             | that specific game.
        
               | enneff wrote:
               | Look up "video game demake".
        
               | pimlottc wrote:
               | I don't really understand what distinction you're making
               | between "replicating" and "duplicating"
        
             | enneff wrote:
             | And let's not pretend that Doom and Quake didn't have
             | several point releases after the fact. And that the team at
             | id didn't pull all-nighters to ship the games.
             | 
             | Those games are far simpler (by at least an order of
             | magnitude, maybe two or three) than most of the modern AAA
             | titles.
             | 
             | What was the last AAA game Carmack shipped? Rage? Hardly a
             | smashing success, even if it was technically impressive.
             | 
             | I have a huge amount of respect for Carmack's skills and
             | work ethic and track record, but I wonder if he really has
             | a good handle on the sheer amount of work that goes into a
             | modern game. With often dozens of programmers, and hundreds
             | or thousands of contributors, the coordination overhead is
             | just massive. I think that's why overall quality control is
             | harder to maintain.
        
       | abraxas wrote:
       | It should be self evident to everyone that with all those "cloud"
       | services you don't own shit. Even if you are more of a prosumer
       | say, hosting your app in a cloud account or your digital assets
       | there is always enough EULA wiggle room there for the vendor to
       | wash their hands if your data goes in a puff of smoke. Your
       | interest is secondary to profit maximization. I'm sure most count
       | on you getting over the inconvenience or outright data loss. I
       | bet they run game theory scenarios to figure out what they can
       | get away with and still see profits rise.
       | 
       | Caveat emptor.
        
         | neilv wrote:
         | > _It should be self evident to everyone that with all those
         | "cloud" services you don't own shit._
         | 
         | No, it shouldn't be, and isn't.
         | 
         | And claiming it is sounds like an argument by megacorp lawyers,
         | when there's finally a huge class-action suit led by someone
         | who is out for precedent-setting blood:
         | 
         | "It should've been self-evident that we rigged this in such a
         | way that it would suddenly stop working, at a time of our
         | choosing."
         | 
         | When that wasn't what they said in the marketing when they sold
         | it, nor when customers invested many hours creating artifacts
         | within it.
         | 
         | Like it's not self-evident that when you buy a bicycle, the
         | shop will later come steal it back.
         | 
         | Or, when you buy canvas and oil paint, the art supply store
         | won't break into your house and destroy your paintings.
        
           | pixl97 wrote:
           | Then may I ask after a decade of this behavior, why have we
           | not seen a successful lawsuit against said megacorporations?
           | At least in US law I don't think there is a chance of the
           | consumer winning in our current legal environment.
        
       | vood wrote:
       | Not related to the content, the amount of ads in this website
       | makes the article barely readable, especially on mobile.
        
       | [deleted]
        
       | rileymat2 wrote:
       | I would like online tools that are purchased for a onetime fee
       | have significantly more regulations.
       | 
       | Give people either a defined time period that their purchase will
       | be supported for or open source the server side so it can be run
       | after the company decides to discontinue support.
       | 
       | IMO, if you charge a one time fee, and stop supporting something
       | for economic reasons, users should be entitled to a refund. Or,
       | more specifically, don't sell an infinite commitment for a fixed
       | price.
        
       | jmyeet wrote:
       | I can't help but think of SimCity 5.
       | 
       | I've always loved the SimCity series and at various times have
       | spent a large number of hours tinkering with a large city. It's
       | relazing. SimCity 4 was a great entry to the series. it had some
       | oddities (eg regions allowed you to just send trash into the
       | void) but it's a single player game so who cares? Much like No
       | Man's Sky and "balance", as an aside.
       | 
       | But EA decided SimCity 5 had to be played online. Why? Because
       | reasons. Often there's hand-waving about "piracy" but really it's
       | just about control and "encouraging" micro-transactions as a
       | future revenue source. Being able to flaunt your city to other
       | players is a prime driver for people buying digital cosmetics.
       | 
       | But this meant SimCity 5 was vastly more complicated as software.
       | The city size was a lot smaller. They wasted time on multiplayer
       | features nobody cared about. Basically they had zero
       | understanding of who their target market was and what theye
       | liked. As long as some VP can put up a graph in PowerPoint
       | showing projections on micro-transaction revenues and get a fat
       | bonus, who really cares about what the players want.
       | 
       | So what happened/ SimCity 5 was a flop nobody even talks about
       | anymore and it caused Cities Skylines to come into existence.
       | 
       | Fallout 76 [1] is another big example of turning something people
       | loved (ie Fallout 3 and New Vegas) into something despised just
       | because you, the publisher, can't get out of your mind that
       | "online = more revenue".
       | 
       | Old games are loved, so much so that people build software
       | emulators of hardware that is no longer made just to play them.
       | 
       | As for two of John's points:
       | 
       | Why not allocate a single developer at Meta to maintaining the
       | game? Because that's career suicide for that developer. You'll
       | never get promoted for that. You'll probably be viewed as non-
       | essential and gently shown your way to the door with a subpar
       | performance review when some director later needs a better rating
       | for someone they care about and the ratings have to fit a bell
       | curve.
       | 
       | Why not sell it off? Because then it's gone. if you hold
       | ownership you might be able to sell it for a lot in the future.
       | Sell it for $10,000 now and you've gained money that is
       | immaterial and lost any future potential. It just doesn't make
       | sense. You'll spend more than that on lawyers just reviewing the
       | contract.
       | 
       | [1]: https://www.youtube.com/watch?v=kjyeCdd-dl8&t=1s
        
         | duxup wrote:
         | Sim City 5 was so strange to me.
         | 
         | It was going to be an instant buy for me but then as I read the
         | developer statements before release ... it started getting
         | really weird. It was clear it wasn't going to be Sim City, or
         | at least a lot of design decisions had nothing to do with what
         | I thought of as Sim City.
         | 
         | Such a sad waste.
         | 
         | Really strange too because if there was an obvious formula to
         | make a ton of money there it was and they still screwed it up.
        
       | justinpombrio wrote:
       | His actual statement here. It's very realistic and well thought
       | out.
       | 
       | https://web.archive.org/web/20230206155610/https://uploadvr....
        
       | c0l0 wrote:
       | All I can say is that I love this man.
        
       | NathanFlurry wrote:
       | I've worked at a few small studios that have shut down games with
       | ~200 CCU peak because the cost/benefit of maintaining the ops for
       | these games was not worth it.
       | 
       | > Another alternative would be spinning off the project: Meta
       | letting it go and allowing team members to leave, take over the
       | rights for a nominal fee of $10,000, and maintain it.
       | 
       | In my experience, studios have a contradictory FOMO mindset of
       | letting other people run the game:
       | 
       | * If someone else makes money off it, they want to be part of it
       | 
       | * At the same time, they don't want to run it themself
       | 
       | * It's not worth the effort to open source it, also see argument
       | #1
       | 
       | What usually ends up happening is the community reverse engineers
       | the protocol and writes their own OSS backend.
       | 
       | Shameless plug: I founded Rivet (W23, https://rivet.gg) to
       | simplify multiplayer game server ops. We talk to a lot of studios
       | with hard-to-manage old games (i.e. 3+ years old can be ancient
       | in gaming). We often help studios move these to our standardized
       | ops so they don't have to worry about it anymore. We also help
       | lower the server cost for old games by auto-scaling their servers
       | based on player demand.
        
       | lkrubner wrote:
       | This is a very good article. The bit at the end was especially
       | strong:
       | 
       | -----------------------
       | 
       | "Be disciplined about your build processes and what you put in
       | your source tree, so there is at least the possibility of making
       | the project open source," said Carmack. "Think twice before
       | adding dependencies that you can't redistribute, and consider
       | testing with stubbed out versions of the things you do use. Don't
       | do things in your code that wouldn't be acceptable for the whole
       | world to see.
       | 
       | "Most of game development is a panicky rush to make things stop
       | falling apart long enough to ship, so it can be hard to dedicate
       | time to fundamental software engineering, but there is a
       | satisfaction to it, and it can pay off with less problematic late
       | stage development."
       | 
       | The last phrase is quite the euphemism for "the game disappearing
       | entirely, forever" and through Carmack's repeated exhortations
       | and examples you get a sense of someone who's very frustrated at
       | seeing things built on foundations that can ultimately prove
       | self-defeating. We've entered an era where even many singleplayer
       | games require some sort of server ping, while other games don't
       | work at all if you're offline (which outside of MMOs has
       | sometimes felt like industry overreach).
        
         | jwmcq wrote:
         | I'd say it even makes a difference for single player games that
         | don't "phone home" - I was actually thinking about this the
         | other day in relation to the recent (and mostly welcome) trend
         | of remastering older games, and how these releases seem to vary
         | so widely in quality.
         | 
         | Obviously I don't know for sure, and there will be other
         | factors like money / time spent on remastering, but I'd still
         | wager that e.g. the fact that the Metroid Prime remaster was
         | able to add in a (seemingly) whole new lighting system and
         | control scheme whereas the the GTA trilogy remaster couldn't
         | even get half of its weather effects working probably speaks
         | volumes to the respective code quality of their originals.
         | 
         | Either way, I'm certain that I'd much rather work on porting /
         | patching / remastering a game from a studio that's following
         | the advice Carmack gives here.
        
       | WalterBright wrote:
       | I've had two internet ratio players that were bricked because
       | they'd phone home to the server, and the company running the
       | server would go bust.
        
       | pipeline_peak wrote:
       | To me Meta was always a big PR stunt to steer people away from
       | all the negative press FB was getting. I really don't think the
       | creator of Quakes opinion is all that important, sorry.
        
       | nsteel wrote:
       | But leaving things out to slowly die is maybe just as bad. I
       | spent hours and hours playing TF2, and while I can still play it,
       | last time I did it was full of hackers. It has ruined the memory
       | for me.
        
       | Michelangelo11 wrote:
       | One thing that's really sad to me is that older games end up
       | being a lot more durable than newer ones (from say the last 15
       | years or so). For example, you can still play games like Master
       | of Orion 2 or Total Annihilation in multiplayer, because they
       | rely on players hosting servers, and some people still host
       | servers 25+ years after release (and people have even written fan
       | patches to make that possible today, if necessary).
       | 
       | But modern games that rely on matchmaking through the
       | developer/publisher? Forget it, when they go down, there's no
       | saving them, alas.
       | 
       | So really this is a pretty clear-cut case of functionality
       | deteriorating because the maker of the game has way more power
       | than before to change the game _after_ the customer bought it
       | (the recent brouhaha where BMW or whoever offered a subscription
       | to boost your car's top speed by unlocking a speed lock in
       | software also comes to mind, not to mention "purchased"
       | streaming-only movies disappearing forever once the streaming
       | service dies, etc.).
        
         | yazzku wrote:
         | Indeed. It's a form of DRM if we take the R to mean
         | 'restrictions', whether it's intentional or not. It just goes
         | to show that all these publishers have no interest in making
         | great games, but to simply milk players for a little while
         | before moving on to the next thing. That and the loot boxes are
         | the main reason I don't buy "modern" games anymore. I stash all
         | my cash for GOG.
        
         | corbulo wrote:
         | Whats most tragic is it's not expensive to just allow players
         | to host it themselves for a game thats already multiplayer. It
         | would do a lot for brand reputation. For some reason it seems
         | like only in the last 2 years have publishers been just barely
         | waking up to reputation actually mattering.
         | 
         | Really bizarre era of consumer behavior. 'You're gonna buy my
         | crapware games and you're gonna like it! You're gonna read my
         | articles shitting on you and you're gonna like it!'
         | 
         | Cyberpunk (as much as I love it) and Battlefield 2042 were
         | inevitable symbolic trainwrecks. <10k daily players for the
         | latest Battlefield title? Time to wake up.
        
           | ynx wrote:
           | Part of it is that a lot of kids who grew up in the current
           | era of games only understand the game that they were handed,
           | where creating servers is easy and matchmaking is table
           | stakes, AA or AAA level production values are "good" and
           | anything else that isn't "stylized" or "retro" is potentially
           | disqualifying.
           | 
           | Indies who want to do the right thing face a customer base
           | that doesn't really get it and yells at them for spending
           | times on things they don't understand. So they pivot - making
           | games is already risky enough as it is.
           | 
           | Game devs have less courage because too many are funded by
           | publishers rather than self-publishing. Those devs that don't
           | enjoy breakout success are safer but those that make hit
           | games never reap the full benefit of it - publishers take too
           | large a cut - and can't fund themselves into making something
           | bigger, like how Half-Life set the stage for Steam.
           | 
           | "Early access" has become a meaningless label, incentivizing
           | the norm towards good-enough games rather than great games,
           | and muddying the waters for truly great games to be
           | recognized as such, because they often don't start that way,
           | but also used as a defensive mechanism against the entitled
           | creeps who think it's okay to harass the social media void
           | with their complaints, not realizing that the people on the
           | other side of it see it and sometimes emotionally react to
           | it.
           | 
           | I guess I'm shaking my cane too much, but it's not just the
           | companies going down false paths, it's also people following
           | them down. Put another way, the industry is systematically
           | unhealthy.
        
           | andrewmcwatters wrote:
           | I tried Battlefield 2042 and it was really cool to see such
           | large open fighting spaces, but they're also so large they're
           | boring. People are so spread out a large portion of the time
           | can be spent playing just finding an enemy to shoot at...
           | 
           | By comparison Battlefield: Bad Company 2 was clear the best
           | Battlefield game of all time. And the graphics to this day
           | still hold up.
        
             | the_only_law wrote:
             | My problem with Battlefield 2042 is that it doesn't feel
             | like battlefield. It feels like some exec asked "what kind
             | of shooters have gotten popular with the kids recently?
             | Let's rip those off".
        
           | Ygg2 wrote:
           | Cyberpunk seems unrelated. It will probably age better than
           | any other multiplayer title.
           | 
           | The bugs have been patched but not game ruining (for me).
           | T-posing was infrequent, but there were some issues.
        
             | corbulo wrote:
             | Cyberpunk is related because at launch it was shoving
             | crapware out the door. It actually worked mostly fine on my
             | PC, so its not a personal thing. I love the game.
             | 
             | It's the business practice of sending the customer their
             | boots without the sole and toe box sewn together then
             | telling them they get most of the experience earlier this
             | way and theyll stitch it together in a month if they have
             | the time.
             | 
             | I agree it will age well, particularly with the right
             | improvements.
        
               | jeroenhd wrote:
               | My Cyberpunk experience was actually quite good. I didn't
               | try it on day 1, but after a patch or two my pirated copy
               | (wanted to see if my PC could run it before I spent 60
               | euros on it) ran great. Sure, my poor 1080 can't do max
               | settings or ray tracing or even good DLSS, but the
               | graphics are gorgeous even at mid-low settings. There
               | were (and still are) Skyrim-level bugs, but that didn't
               | bother me too much.
               | 
               | I think the people that bought into the hype got severely
               | disappointed and anyone buying the game on consoles
               | simply got scammed, but as someone who bought the game
               | after it had been out for a bit, I've had nothing but fun
               | with it.
               | 
               | In fact, one thing CP2077 allows that most other games
               | don't, is backing up the DRM-free installer for the
               | patched game. Steam/PS store/Xbox Online will die one day
               | and all their online patches will disappear forerver, but
               | the GOG versions of most games will run in 20 or 30 years
               | as long as you remember make a backup of the installer.
        
               | syrrim wrote:
               | >wanted to see if my PC could run it before I spent 60
               | euros on it
               | 
               | steam usually allows refunds in the first few hours of
               | playtime, which supports this usecase as well.
        
               | Ygg2 wrote:
               | It's caused by ability to patch game later and rushing
               | product to reach impossible deadline on an impossible
               | configuration.
               | 
               | Which is only tangentially related. Greed is the true
               | culprit.
        
               | corbulo wrote:
               | Greed isn't the true culprit. You don't make more money
               | by making any % of your consumer base hate you.
        
           | oliwarner wrote:
           | It's copy protection.
           | 
           | You can't run a hacked server that ignores license state or
           | hacking bans if you have no access to the server software.
           | They disguise it under a claim of convenience, a feature that
           | you match against similar-experience players, but you're
           | right, it's ultimately an antifeature.
           | 
           | Gamers put up with a lot of crap, between exploited ring0
           | DRM, platform exclusives, the loss of consumer rights (like
           | refunds and resale) and crappy ports from consoles. I don't
           | understand how they get away with it. I might just be old,
           | but I've changed my entire purchasing game strategy to ignore
           | games that fall foul of these things.
        
             | oneplane wrote:
             | That used to be the case, now it's asset protection because
             | the only way people will pay for skins, hats, virtual
             | shoes, and pink guns is if you can't load arbitrary assets.
             | 
             | If a server says: load whatever skin you want... well, why
             | would you pay for it?
             | 
             | This is also why modding got killed off, you can't sell
             | people stuff if someone else will make better assets for
             | free and just puts them up for download. Even if integrity
             | or security was a big issue, that's been solved since quake
             | 3 and ut99 with integrity checks and server-side load
             | controls (ironically, the same ones that are now used in
             | locked-down games to make selling different coloured
             | virtual shirts a thing).
        
             | thomastjeffery wrote:
             | That, and planned-obselescence.
             | 
             | I'm sure that EA would _love_ to kill Battlefield 4. But it
             | will never die, because players can run _and moderate_
             | dedicated servers.
             | 
             | Battlefield 1 (newer than 4), on the other hand, died years
             | ago. Battlefield 5 is practically the same game, arguably
             | worse, yet was able to steal most of 1's player base
             | because support (and moderation) were effectively dropped
             | by EA during the release of 5.
             | 
             | Anti-cheat is the newest (and deadliest) iteration of this
             | pattern. CoD Warzone is free to play, so long as you run it
             | on Windows, and not in a VM.
             | 
             | Worst of all, this means the burden of moderation has been
             | moved to anti-cheat itself, even though any experienced
             | forum moderator can tell you that moderation itself is
             | based on social interaction, not technical behavior.
        
           | iepathos wrote:
           | Surprised you mention Cyberpunk as a train wreck since it was
           | massively successful and profitable for projekt red even
           | after refunds from low-end platform users. They've sold over
           | 20 million copies at $60/copy. Edgerunners also super
           | successful for them.
        
             | tomnipotent wrote:
             | And it's recent review rating has jumped to 87%, while all-
             | time rating has crawled to 79% from its low 70s launch.
        
         | duxup wrote:
         | Maybe that's really the place for that kind of service?
         | 
         | I kinda like the idea of more open gaming type systems.
        
         | antihipocrat wrote:
         | Recently on a whim I downloaded HL2 and logged into the
         | deathmatch lobby. There are still self hosted servers active
         | with dozens of players duking it out.
         | 
         | I joined in the fun, and for an hour I felt like I was 15
         | again, it's held up surprisingly well! If epic ever turns off
         | the Fortnite server, it's just gone.
        
           | Ntrails wrote:
           | I like to believe that someone somewhere is still playing
           | wolfenstein:ET
           | 
           | I had so much god damned fun playing that game
        
             | fer wrote:
             | It got recently released on Steam, so there's a large surge
             | of players lately.
        
         | PaulKeeble wrote:
         | Its never been easier to host a game server than it is today.
         | We had to cohost and ship servers 20 years ago. There were some
         | game hosting companies but they were usually bad performance
         | for the price. Nowadays you can spin up a VM with a moments
         | notice for a lot less money and investment and yet we are in
         | the age of games not coming with dedicated server software.
        
         | philippejara wrote:
         | you're speaking of multiplayer games, which is true, but even
         | single-player games will face this when they have denuvo, once
         | the denuvo server goes out you're also unable to play your
         | single player games.
         | 
         | EMPRESS is the last line of defence.
        
       | cjbgkagh wrote:
       | Microsoft would say their biggest competition is previous
       | versions of Windows. I assume the same could apply to games,
       | especially networked games with high replay ability. Given the
       | choice between supporting the 'competitor' or killing it I can
       | understand why studios would kill it.
        
       | thrill wrote:
       | "Your company suffers more harm when you take away something dear
       | to a user than you gain in benefit by providing something equally
       | valuable to them or others."
       | 
       | Google Reader.
        
       | bennysonething wrote:
       | "The default today may be a distributed mess of spaghetti, but
       | that is a choice."
       | 
       | I'd like to hear more of his thoughts on this. The distributed
       | and service orientated the stuff I work in gets, the less we
       | ship. It's glacial.
        
       | cglong wrote:
       | Why was an Internet Archive link posted?
       | https://www.pcgamer.com/john-carmack-goes-off-about-online-o...
        
         | dang wrote:
         | We've changed the URL now from https://web.archive.org/web/2023
         | 0206154619/https://www.pcgam....
        
         | loganc2342 wrote:
         | Typically that would be to get around a paywall. As far as I
         | know PC Gamer doesn't have one so this is peculiar. Someone can
         | correct me if I'm mistaken about that.
        
           | trollied wrote:
           | It does not have a paywall.
        
         | Michelangelo11 wrote:
         | HN didn't want to accept the direct link (the error message was
         | something along the lines of it being expired or broken, even
         | though it loaded fine in Chrome), so I tried some workarounds,
         | and this attempt worked.
        
       | andsoitis wrote:
       | is it better to keep pouring money into something that only
       | 10,000 love? or is it better to use that money to create
       | something that millions would love?
        
         | anonymouskimmer wrote:
         | Should we only have 3 television channels so that we are all
         | homogeneously talking about the same topics, or should we have
         | 100 channels so that we all end up in echo chambers?
         | 
         | There are pros and cons to both. But is this a forced choice,
         | or can we have both?
        
         | wffurr wrote:
         | Release the server code and let the 10,000 maintain it
         | themselves.
        
           | sosodev wrote:
           | Even that requires significant effort that companies are not
           | willing to invest. They'd have to scrub the server of
           | proprietary code, like integration with an account server,
           | and update the client to work with the new system.
        
             | tikkabhuna wrote:
             | I'm not in the game industry, so I may be wrong, but there
             | doesn't seem to be any push in the game industry to use
             | open source for common problems.
             | 
             | Why should a matchmaking/game browser use proprietary code?
             | Create standards and use off the shelf components for
             | common problems. Whenever I go into the settings menu of a
             | game I wonder how much time has been spent reinventing it.
        
         | amrb wrote:
         | Remember when we had mods and games like desert-combat (bf2
         | devs) and counter-strike got created.
         | 
         | I'd like to see DLC die tomorrow please and we get back to
         | passionate people making maps and mods again.. maybe have a
         | community where people build things, become game developers
         | because they enjoyed the hobby.
        
           | tikkabhuna wrote:
           | Its something that has pained me greatly in the last couple
           | of years.
           | 
           | I completely agree. Game devs have stripped so much away from
           | the user. Matchmaking, lack of server hosting, no mods. It
           | feels like much of the community has gone.
           | 
           | I play BF5 regularly and there's still a large number of 64
           | player servers full all day, every day. However, there's very
           | few community servers and cheaters are so common. EA/Dice
           | have abandoned it and there's no way for the community to
           | keep it going.
           | 
           | Another game I used to play, Wolfenstein: Enemy Territory, is
           | free to download [1] and still has plenty of community hosted
           | servers/mods. That's a game coming up to its 20 year
           | anniversary.
           | 
           | [1] https://www.splashdamage.com/games/wolfenstein-enemy-
           | territo...
        
         | ReliantGuyZ wrote:
         | Is it more expensive to find a new customer or keep an existing
         | one? Sure, for lots of these games, continuing support means
         | pouring money into a product which has already been paid for,
         | and that investment means little to the continuing payoff of
         | that product. However I would argue at this point in VR's
         | tenuous life, Meta is burning its existing customers (its early
         | adopter evangelists) in the hope that new ones will
         | materialize. But then again they've run the numbers and I
         | haven't,
        
         | CamperBob2 wrote:
         | "I didn't set out to build a car that would be all things to
         | everyone. I set out to build a car that would be everything to
         | someone." - F. Porsche (who doesn't seem to have much trouble
         | making money)
        
         | rrrhys wrote:
         | Answer: Let's do neither!
        
         | mftb wrote:
         | Is it better to build something that is beloved for a month or
         | 10 years?
        
         | smoldesu wrote:
         | Arguably you can do both, if you let the community sustain the
         | old thing (like what Carmack did with Quake).
        
           | nickjj wrote:
           | > Arguably you can do both, if you let the community sustain
           | the old thing (like what Carmack did with Quake).
           | 
           | For games like Quake 3 it was quite open before it was old.
           | The game was community mod'able during its prime. You had
           | mods like OSP being "the" mod for competitive game play (1v1
           | DM, Team DM and CTF). It being fully open sourced later on
           | was icing on the cake.
           | 
           | Wikipedia said it sold 319,970 copies for about $15
           | million[0]. It was a 1 time purchase game for like $50 at
           | release. It took 1.5 years to make with a team of 9. Not a
           | bad turn out for a single purchase and open game with a self
           | hostable server component. Keep in mind that was 20 years ago
           | when gaming was way less popular.
           | 
           | [0]: https://en.wikipedia.org/wiki/Quake_III_Arena#Sales
        
           | oblak wrote:
           | Exactly. Besides, "pouring money into something millions
           | would love" is an absurd statement.
           | 
           | 1. Success is not guaranteed. At all
           | 
           | 2. Things enjoyed by the masses don't need additional support
           | to stay alive
        
       | andrewmcwatters wrote:
       | I don't personally know any other field whose products have
       | deteriorated over time like the game industry's and it being
       | clear because the quality of software developers in that field
       | have went down.
       | 
       | In other industries, changes in material usage can be cost saving
       | in nature or more robust.
       | 
       | But in the games industry, new generations of players are
       | literally losing out in features that previously existed, or
       | quality concerns that one never had to think about before.
        
         | sosodev wrote:
         | The quality of developers in game dev has not declined. Studios
         | grew and merged into massive companies that follow the
         | established pattern of profits over people.
        
           | hourago wrote:
           | This same thing happens to movie stars. Twenty years ago some
           | actors moved masses just by appearing in a movie. Nowadays
           | actors are dispensable and movie characters are performed by
           | different people. Massive studios also kill opportunities for
           | actors. And I am sure that this is true in most industries. A
           | few companies own most products and jobs and can manipulate
           | them as they desire.
        
           | [deleted]
        
           | Spooky23 wrote:
           | Exactly. There's not a ton of competition.
        
             | pixl97 wrote:
             | There is not a ton of competition in games?
             | 
             | I generally disagree on that if you stick to Windows based
             | games. Now if you're playing on any of the consoles, well
             | longevity is decided by the platform owner.
             | 
             | In the indie games industry there are likely more games
             | than ever that are better than ever and can be self hosted.
             | 
             | The unaddressed problem here is that 'online only' skinner
             | box style games are massive money makers when they are a
             | hit. Couple that with ever increasing costs in making top
             | of the line games and you can see why the people handing
             | out funding want to go that way.
        
               | HWR_14 wrote:
               | There is not a ton of competition in AAA games.
               | 
               | Indie games are getting better, but if you want AAA
               | graphics, etc. your competition is far more limited.
        
           | Retric wrote:
           | Profits over people has reduced the average quality of devs
           | over time.
           | 
           | Cyberpunk 2077 shows they are still tossing out unfinished
           | bug ridden messes. The only difference is so many AAA games
           | like Assassins Creed, GTA, Call of Duty, etc are just
           | incremental releases they have more time to polish the same
           | crap.
        
             | SkyPuncher wrote:
             | > Call of Duty, etc are just incremental releases they have
             | more time to polish the same crap.
             | 
             | Unfortunately, as this year's CoD release has shown, they
             | can't even do incremental updates correctly anymore.
             | They've broken major parts of the game, removed key
             | features (like leaderboards), and taken months to release
             | content.
        
             | waboremo wrote:
             | The lessons to be learned about Cyberpunk 2077 have very
             | little to do with quality of devs. Instead it has
             | everything to do with mismanaged timelines, misaligned
             | expectations, marketing based on a game that doesn't even
             | exist, securing brand deals before the game is even
             | playable, and more micro-lessons specific to game
             | development (like assuming your engine is capable of a
             | different genre easily).
             | 
             | Speaking of Assassin's Creed, the reason they're able to
             | polish is not because it's the "same crap". On the
             | contrary, every time they've had to deal with an engine
             | upgrade they've suffered huge bugs (and I'll touch on this
             | later on). But they're able to mitigate this by having
             | large teams operate as cogs, with higher level tools, and
             | this has been battle tested for years. Call of Duty is
             | another, huge teams, working on cycles. CD Projekt Red did
             | not have this in place. Their expectations were utterly
             | delusional.
             | 
             | Speaking about engine upgrades, maintaining your own custom
             | engine is incredibly costly in every aspect. Harder to find
             | talent, harder to maintain, harder to test. All of this
             | compounds, and gets worse when you're trying to stretch
             | your engine away from "the same crap" and into a new genre.
             | This is why more studios now are relying on the likes of
             | Unity or Unreal - including CDPR. Or EA, who once upon a
             | time had both Eclipse (single player RPG engine) and
             | Frostbite (FPS shooter engine), and are now betting on
             | Unreal.
        
               | Retric wrote:
               | > having large teams operate as cogs, with higher level
               | tools, and this has been battle tested for years.
               | 
               | That's what I mean by the same crap. It's not that the
               | engine is unchanged and they never add new gameplay
               | elements, but rather the team/company knows more or less
               | exactly the kind of game that they're making on day one
               | and therefore what kinds of people they need etc.
               | 
               | Specialization isn't a bad thing, but it does mean you
               | can get away with less generally competent people which
               | very much plays a role in staffing etc.
        
             | sosodev wrote:
             | The thing that irks me about incremental releases is that
             | they charge full price for every new release AND include
             | micro-transactions.
             | 
             | So we end up in this situation where to be consumer
             | friendly they should either adopt a rolling release F2P
             | model (like fortnite, dota, cs:go, etc) or at the very
             | least pledge long term support to each release.
             | 
             | They do neither so games like Call of Duty end up as a
             | money pit when they get infested with hackers a couple of
             | years after the series moves on to the next title.
        
           | [deleted]
        
         | conceptme wrote:
         | Prett much the same with all software as service these days,
         | you don't own your software anymore.
         | 
         | Even media with all streaming going on it's sometimes just
         | gone.
        
         | SketchySeaBeast wrote:
         | > I don't personally know any other field whose products have
         | deteriorated over time like the game industry's and it being
         | clear because the quality of software developers in that field
         | have went down.
         | 
         | Having been playing computer games since the mid 90's I don't
         | know if that claim is actually true. Once upon a time there
         | were games that would delete your entire hard drive when
         | uninstalled and wouldn't last a 15 minute game session before
         | blue screening the whole system. Honestly, given the complexity
         | that modern games require I don't think it's bad at all.
         | 
         | I think the problems we're seeing with modern games actually
         | being worse (the new Arkham game compared to the old) are
         | strictly dollar and cents choices. The ability is there, but
         | the industry has become far too pragmatic.
        
           | pathartl wrote:
           | A lot of your concern of older games has been fixed over time
           | by the development of emulators and wrappers. Multiplayer
           | (and live DRM) components of modern games can't be easily
           | RE'd in most cases. Especially with services like Xbox Live
           | the most helpful data is actually packet captures where one
           | can actually go through and replicate the protocol used.
           | 
           | I honestly would challenge you to find games from the mid
           | 90's+ that won't work on a modern machine. Many times if
           | there's a feature that straight up doesn't work it's due to
           | online services being discontinued. There's been some work
           | done to rebuild services like GameSpy or Westwood Online, but
           | once more forms of encryption and anti-cheat or DRM were
           | implemented in these sorts of services, the harder it's going
           | to be to preserve their experience.
        
             | SketchySeaBeast wrote:
             | That wasn't my argument here - the older games, at the time
             | they came out, were often a mess. Some bugs were patched
             | out, some weren't, but the quality at the time they were
             | relevant wasn't any greater, it was often worse.
             | 
             | But yeah, we're in a new phase where publishers kill games
             | and then they are gone forever and that's a real shame. I
             | think there needs to be some sort of legislation around
             | abandonware so that people can host live services and MMOs
             | after the publishers give up on them.
        
               | pathartl wrote:
               | I agree. I think a lot of copyright/patent laws have
               | gotten in the way of game preservation. What bothers me
               | is many people in the industry have held onto old
               | code/assets over the years, but have no legal way of
               | sharing that with others. It's odd, sheet music can be
               | documented and distributed, but with games being more
               | complex and tangled it's almost an impossibility to have
               | clean-room REs/decompilations. And yet distribution of
               | source code while maintaining copyright is pretty darn
               | easy. Release the source, protect the assets behind
               | copyright.
        
           | peoplefromibiza wrote:
           | > would delete your entire hard drive when uninstalled
           | 
           | > before blue screening the whole system
           | 
           | TBF at the time the number of possible configurations a game
           | could run on was close to infinity
           | 
           | Nowadays platform are much more stable, drivers are much more
           | polished and you have 2/3 max manufacturers that make all the
           | hardware gamers use which mostly is top of the gamma
           | components specifically built to run games.
           | 
           | I remember assembling my PCs in the 90s by putting together
           | components cannibalized from everywhere I could, using esotic
           | hardware that took weeks of debugging to make it work, CPU,
           | RAM and BUS were constantly abundantly overclocked, air flow
           | was a joke at best and software configurations were highly
           | customized
           | 
           | The fact that they even booted it's a miracle
        
         | renewiltord wrote:
         | I don't feel this way at all. Played the new Call of Duty :
         | Modern Warfare and it was a mind blowing cinematic experience.
         | Felt like I was in a blockbuster movie.
         | 
         | Watching a friend playing Ghost of Tsushima and it's the same.
         | So good. Horizon : Zero Dawn. Crazy stuff.
         | 
         | I don't know what these guys are doing, but the scenes are
         | gorgeous. The gameplay is loads of fun (MW2 is sooo much fun).
         | The choreography is great. Love it all.
        
         | wlesieutre wrote:
         | Is the switch to always-online game services (even for single
         | player, looking at you Diablo 3 and many more since) really
         | driven by the quality of software developers? I've always
         | assumed this was a management issue.
        
         | fullshark wrote:
         | The problem is the monetization strategies have completely
         | upended the industry to the point that it's basically anti-
         | consumer and pro-gambler/addiction.
        
         | maccard wrote:
         | I think this is a bit disingeuous. I probably fall into the
         | category of "quality of developers in that field have went
         | down", I've been working in games for a decade.
         | 
         | Many of the problems with games are to do with game engine
         | architectural decisions made 20 years ago - anything based on
         | Unreal Engine has code that was last touched in the mid 2000's
         | for example, and some of that is _not good_. Lots of issues
         | around sloppy drivers, bad memory management stem from an
         | overuse of the "old way" of doing things, which is driven by
         | the programmers you're glorifying in your post. Some of the
         | smartest people I've worked with are still working on their
         | first game, and some have been in the industry long enough to
         | be veterans.
         | 
         | The quality isn't deteriorating, the market has expaned hugely.
         | Companies that are now considered "small" would have been
         | considered enormous productions 25 years ago, and those
         | companies are pushing out incredible quality experiences.
         | Companies that are absolute behemoths now are putting out
         | iterative works that people _clearly_ enjoy because there are
         | alternatives to them and yet they buy Call of Duty because it's
         | fresh, fun, exciting, nostalgic.
         | 
         | > I don't personally know any other field whose products have
         | deteriorated over time like the game industry's
         | 
         | Ignoring the fact that I disagree about the quality having
         | fallen (stray, tunic, and vampire survivors are some of the
         | best experiences I've had gaming, and they're all relatively
         | new), people lament the same way about everything. Cars aren't
         | built like they used to be, household appliances used to be
         | more robust, movies were better in <X> time, children's toys
         | are just ads for <y> show, there's no good music these days.
         | Look on any thread here and you'll see the same thing (and if
         | you speak to your parents they'll say the same about things
         | that were better when _they_ were younger)
        
           | ipaddr wrote:
           | People buy call of duty because of the name regardless of the
           | current quality vs an unknown title.
           | 
           | Movies were better, they made less movies which increased
           | quality, had better actors who had more talent (singing,
           | dancing, acting). Kids TV shows are created to sell toys.
           | Products are cheaper and made to be thrown out vs repaired.
           | 
           | Profit keeps going up, quality goes down while prices try to
           | stay the same.
        
         | taeric wrote:
         | I mean... do we even know what games people played long long
         | ago? We have a few ideas, but surprisingly few. And that isn't
         | even getting into songs and other stories that have been lost
         | to time.
         | 
         | What about recipes and such?
         | 
         | But, with longevity, what other industries are there? Furniture
         | is one that frustrates me, as everyone is sold on the idea that
         | some furniture is for a lifetime, at least. Which is borderline
         | bullshit. There can be some things that will last with
         | maintenance, but a lot of really pretty things that last are
         | also done using materials that we flat don't allow the
         | harvesting of nowadays. Such that things can only last if they
         | aren't getting used. :(
        
           | gameman144 wrote:
           | I don't know about that, well-built solid wood furniture can
           | last a _really_ long time.
           | 
           | (Upholstered items, though, I'm with you on.)
        
             | taeric wrote:
             | The hardwoods that help solid furniture last forever aren't
             | really allowed anymore. Softwood furniture is highly
             | dependent on the level of use you throw at it. And I'm
             | willing to let my kids go wild and live on our stuff. :D
        
             | pixl97 wrote:
             | The combination of solid wood items with replaceable
             | upholstery is the middle ground that allows the furniture
             | to be updated with whatever is popular at the time. Of
             | course finding a shop that does upholstery these days isn't
             | easy or cheap.
        
         | duxup wrote:
         | >and it being clear because the quality of software developers
         | in that field have went down
         | 
         | I don't think the decisions John is talking about are in the
         | hand of individual devs.
        
         | flir wrote:
         | Not convinced about programmers being worse, but printers,
         | maybe? That's an actively user-hostile industry if ever there
         | was one.
        
         | NathanFlurry wrote:
         | In my experience, game developers are some of the most talented
         | engineers I've ever met. But they're _very_ different from the
         | "high quality" engineers you'd find in the rest of tech.
         | 
         | They're usually really good at getting the job done and
         | balancing quality + productivity. However, most things are
         | written with a one-off mindset because chances are your next
         | game will need things to work completely differently.
         | Everywhere else in tech you find "scalable" and "backwards
         | compatible" solutions; not in gaming.
         | 
         | Part of this is the job description. Unlike the rest of tech,
         | you're usually building a game that will be popular for 2-3
         | years then disappear. It's not common to find that model
         | anywhere else in tech.
         | 
         | Just my 2 cents.
        
       | leereeves wrote:
       | "Your company suffers more harm when you take away something dear
       | to a user than you gain in benefit by providing something equally
       | valuable to them or others."
       | 
       | I'm glad a game developer is saying this to other game
       | developers. Maybe they'll listen.
       | 
       | I know that as a player, I think twice before buying games from
       | publishers like Ubisoft that have a history of shutting down
       | games - even games that I don't play.
        
         | Freedom2 wrote:
         | I don't doubt Carmacks legacy as a game developer, but which
         | was the last game he had a significant hand in? I wonder if the
         | industry has changed far too significantly under his feet for
         | us to take his word like we used to.
        
           | gameman144 wrote:
           | Carmack has had a material role in advancing VR gaming tech
           | even recently.
           | 
           | Just one example is that he petitioned Samsung to remove the
           | requirement for triple-buffering on their screens, to allow
           | for better latency and in-game experience.
           | 
           | Samsung declined, so he hacked apart his phone to make a
           | proof-of-concept prototype of the screen without the triple-
           | buffering. He demoed this to Samsung, and they agreed to make
           | the change because the experience was so much better.
           | 
           | It's tough to say "what game has Carmack had an impact on
           | lately", because the scope of his role has was to impact the
           | ecosystem of games and VR as a whole.
           | 
           | You don't see pushback on Joe Biden along the lines of "But
           | what has he done for Scranton lately?", because the role of
           | president encompasses a larger scope.
           | 
           | Similarly, the role of John Carmack has been larger in scope
           | than improving one game at a time (and has been for a while).
        
           | pessimizer wrote:
           | Why would you _take anybody 's word_? You listen to
           | knowledgeable people's arguments and decide if they hold
           | together for you. You don't pick idols and just repeat what
           | they say. Carmack shouldn't shut up because you've decided
           | that his "legacy" is stale.
        
       | CatWChainsaw wrote:
       | Online-only games have different dimensions of cost benefit than
       | single-purchase games. They require studios to maintain servers
       | "in perpetuity", which incentivizes the worst impulses of the
       | industry like microtransactions, lootboxes, and pay-to-win.
        
         | anonymouskimmer wrote:
         | Or they could price the games initially the way things like
         | annuities are priced. Or free (or license) the games so that
         | others can run the servers.
         | 
         | Given the throughput increase in computational power and
         | broadband this should be a decreasing cost even if the use
         | stays static in perpetuity.
        
         | superkuh wrote:
         | Like Carmack says in the article, these dimensions of cost are
         | a choice. Games which have private servers that anyone can run
         | last forever at no cost to the company. But studios (excepting
         | Valve with TF2) have never been able to make a game with
         | microtransactions/etc that also works with private servers. So
         | they chose the money instead of making a good game.
        
         | andrewmcwatters wrote:
         | The absolute costs of running game servers is so miniscule that
         | for a majority of the most popular games that have less than
         | say 10k concurrent players any given day, a company's interest
         | payments would cover their costs several times over.
         | 
         | I guarantee that you can run them in perpetuity. I worked for a
         | game hosting company in my early career.
        
           | maccard wrote:
           | And I can guarantee you that this is not true. I've worked on
           | multiple live service games in my career, and running servers
           | for players efficiently and at scale is hard, and expensive.
        
             | corndoge wrote:
             | Oh no! Who to believe!
        
           | pixl97 wrote:
           | Public game servers are always going to be a target for
           | hackers. Eventually libraries need updated and patched or
           | logic exploits are discovered in the game. There is no such
           | thing as perpetual in the computer security industry.
           | 
           | Of course the self hosted versus company hosted equation is
           | much different here. If the game publisher eventually just
           | offered the server software for self hosting and freed
           | themselves from the management burden it in theory would be
           | much cheaper. But likely they've boxed themselves in with
           | license deals that make this difficult.
        
           | dontlaugh wrote:
           | That's not even remotely true for the vast majority of games.
           | Just look up the cost of game servers for Rust or Ark and
           | you'll see it tends to be over $1 per slot. With many slots
           | unused, the per month per player cost is only sustainable
           | with recurring revenue like subscriptions/similar or players
           | directly paying for game servers.
        
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