[HN Gopher] From Mechs to Mopar
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       From Mechs to Mopar
        
       Author : doppp
       Score  : 17 points
       Date   : 2023-08-18 16:50 UTC (6 hours ago)
        
 (HTM) web link (www.filfre.net)
 (TXT) w3m dump (www.filfre.net)
        
       | dakotasmith wrote:
       | Interstate 76 was an amazing game and lead to me having a chance
       | to volunteer with Activision as an external tester. It was high
       | school, and the chance to test games before they came out, even
       | for free, seemed very cool.
       | 
       | I wasn't there in time to test I'76, but was able to work on a
       | few games and see my name in the credits before I moved into a
       | more traditional software QA career and beyond. Truly a life
       | changing game for me!
       | 
       | Thanks for the link
        
         | nocoiner wrote:
         | Damn, cool story. I never had a chance like that at that age,
         | but I definitely would have thought that was the greatest thing
         | ever. What a great experience.
        
       | h2odragon wrote:
       | I really wish there was something that caught the simple magic of
       | interstate 76, today. as i recall interstate 82, the official
       | sequel, was a total honker.
       | 
       | Never really did the story stuff; just the deathmatch. the bots
       | were amusing enough but getting a couple others on a lan got to
       | be riotous fun.
        
         | dakotasmith wrote:
         | Deathmatch was always a blast! I remember playing with
         | headphones on, the sound design was good enough to pinpoint
         | where other players were hiding, and you could even shut off
         | your engine to coast around silently.
         | 
         | I would recommend the story if you have a chance. It's a good
         | revenge story and John de Lancie is a great sounding villain.
         | The presentation is incredibly cinematic, which I feel was
         | enhanced two things:
         | 
         | 1) in-game cut scenes within the engine, good dialogue and
         | voice acting, as well as the "car movie" camera angles 2)
         | choosing to have even the pre-rendered cut scenes match the
         | mostly flat polygon style of the engine avoided the gap between
         | gameplay and cutscene. Not exactly the uncanny valley. The "why
         | doesn't it all look like that?" valley perhaps.
        
       | b33j0r wrote:
       | I've played all of them. For some reason completely irrational
       | warfare with giant robot exoskeletons is the only thing that
       | makes me want to enlist in a land-war.
       | 
       | It was also Voltron, but we seem to have lost the fantasy of
       | boarding your component mech on a freaking zipline!
        
       | xyzzy_plugh wrote:
       | For all the completely deserving bad rep Bobby Kotick has accrued
       | over the years, the MechWarrior 2-era of Activision was _fucking
       | magical_. Bobby clearly squeezed the fruit beyond recognition but
       | boy was the juice magnificent.
       | 
       | The fertile lands that bore the _Interstate_ games, I fear, are
       | no longer. I can 't imagine a name stay like Activision
       | experimenting like this today. Though, the odd one leaks out,
       | like Hi Fi Rush.
       | 
       | In many ways, the gaming industry (and the tech industry along
       | with it) have already had their 60s-70s auto industry moment that
       | Interstate monopolized so well. Now so much of what we see is
       | boilerplate, repeating year after year because it works, rather
       | than because it is good.
       | 
       | (We have indies and they're great, I love them dearly, but the
       | net dilution effect can be tiring. If only companies could take a
       | successful game like Baldur's Gate 3, and be somehow forced to
       | spin out new fresh IP in short order, reusing as much tech as
       | possible. Sadly the constraints simply aren't there. Engines are
       | too powerful and flexible, perhaps. The genericism we experience
       | appears to be a direct decedent of the genericism of the elements
       | involved in their creation.)
       | 
       | ((Don't get me wrong, I would not willingly travel back to this
       | era and give up the modern comforts of gaming -- it's the best
       | it's ever been in so many ways -- but boy does thinking about MW2
       | and I76 evoke a nostalgic, unscratchable itch in me that is
       | simply infuriating.))
        
         | Cthulhu_ wrote:
         | Some indies are great, but they suffer from the same problem;
         | there's a lot of copying happening.
         | 
         | One developer may put out an early version onto Kickstarter
         | hoping they can go full-time on it, an established game studio
         | picks up on the idea, copies the concept and beats them to the
         | punch.
         | 
         | ConcernedApe makes an hommage to the old Harvest Moon games,
         | runs circles around an established franchise by making a game
         | 10x as large and good, and suddenly dozens of farm games pop up
         | left right and center, all cute, some 3d, some with waifus,
         | idk.
         | 
         | Pixel art has a revival. Suddenly pixel art everywhere. Some
         | really good and stylish, mind you.
        
           | bombcar wrote:
           | ConcernedApe was willing to take the "risk" if it can be
           | called such, of Harvest Moon on PC.
           | 
           | He was lucky in that he "won" but many indy games, even
           | relatively well done ones, don't get anywhere near the
           | reception.
           | 
           | It's often a bit of a safer gamble to copy something else.
        
             | Cthulhu_ wrote:
             | This is true, and for every success story like Stardew
             | Valley, there's a hundred failed attempts of equally
             | passionate developers - a bit like startups.
        
               | bombcar wrote:
               | Thought to be even more fair, there's also a thousand
               | failed attempts that are absolute crap, too. Being
               | "indie" doesn't make it good, but being "big commercial"
               | at least _usually_ ends up in something playable (though
               | there have been exceptions to this!).
        
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       (page generated 2023-08-18 23:01 UTC)