[HN Gopher] The fun factor of the video game Uplink
       ___________________________________________________________________
        
       The fun factor of the video game Uplink
        
       Author : syx
       Score  : 331 points
       Date   : 2023-10-28 07:16 UTC (15 hours ago)
        
 (HTM) web link (vertette.github.io)
 (TXT) w3m dump (vertette.github.io)
        
       | peteforde wrote:
       | The author will lose their mind when they discover Papers Please.
        
         | danpalmer wrote:
         | Papers Please is an excellent game, but really quite different
         | to Uplink. I'd say that Papers Please's entertainment comes
         | from a simple task with an increasing rule set, and needing to
         | stay within those rules. Whereas Uplink's entertainment is a
         | fair bit more problem solving and resource management (e.g.
         | upgrades) if I remember correctly (I did play it many years
         | ago).
         | 
         | They're both great indie games, with a great ambiance from the
         | graphics and music, but otherwise I see them as fairly
         | different in terms of gameplay.
        
           | gattilorenz wrote:
           | The implication of the OP is not that they are the same game,
           | but that "if you think Uplink's focus is more on 'exploring
           | emotions' and less on 'fun', Papers Please will blow your
           | mind (as that has very little fun in the traditional sense,
           | and a much stronger focus on exploring deeper emotions)".
        
         | Vertette wrote:
         | I absolutely love that game.
        
         | MrRolleyes wrote:
         | To my eye Papers Please is a completely different sort of game.
        
           | the_af wrote:
           | I don't think the comment you're replying to is saying
           | _Uplink_ and _Papers, Please_ are the same kind of game.
           | 
           | I think it's addressing the fact both could be described as
           | "boring" and "not fun" due to their somewhat dry UIs but also
           | their subject matter ("hacking and networking" and "borders
           | admission & stamping passports", respectively), but _in
           | practice_ they are both innovative and very engrossing games,
           | rightly lauded as gems by gamers.
        
       | therein wrote:
       | I remember playing Uplink as a child as well. Pretty great game.
       | 
       | I wonder if it inspired the creation of imgui at all. Or what
       | kind of engine the game had because it had pretty compelling UI
       | capabilities, stuff I hoped to see on UI frameworks of the
       | future.
        
         | gattilorenz wrote:
         | I think it was coded in Borland C and used SDL for video? The
         | source is available: https://archive.org/details/uplink-
         | developer-cd
        
           | Kyuuketsuki wrote:
           | Visual C++ 6.0 for the compiler. I remember doing the
           | "upgrade" to .NET 2003.
           | 
           | SDL was used for mac and linux versions, windows used glut.
        
             | gattilorenz wrote:
             | You're right: https://ia802308.us.archive.org/view_archive.
             | php?archive=/11...
             | 
             | I quickly scrolled through then ISO content and saw it's C
             | files, and a spurious mention of Borland (from SDL) got me
             | :)
        
         | somerandomhn wrote:
         | Omar made imgui while working on his Sega Master System
         | emulator Meka back in 1999, well before Uplink ever came out.
         | It was easily the best UI of any emulator at the time and
         | completely unsurprising that he found fame turning that work
         | into a library.
        
       | rahkiin wrote:
       | I do not think most games are 'fun': they give you dopamine
       | rushes through achievements. In a horror game it is survival to
       | the end, same with survival games. In an fps it is achieving a
       | level or part and staying alive or being very efficient. With an
       | rpg it can be discovery of new things or abilities. What for one
       | person is fun for another can be tedious. It is exactly this
       | balance you need to find for your target audience. The wider the
       | target audience often the less in-depth a game goes to prevent
       | tediousness.
        
       | Eji1700 wrote:
       | This game has a couple of interesting notes for me:
       | 
       | 1. It's kinda what helped me find a career. I had trouble
       | tolerating work for long enough, and while I could do it, it
       | would get to me. I realized a LOT of the play patterns in this
       | game are mostly optimization and data entry, so decided to take a
       | start there and eventually wound up in tech.
       | 
       | 2. It has a really cool, if possibly impossible to now play, fan
       | made version called onlink. To memory it's not a mod so much as a
       | separate application and has a lot more depth (annnnd
       | unfortunately bugs). I know they were working on trying to make a
       | standalone "movie hacking" simulator, but I don't know if that
       | ever got off the ground (Cerberus I believe)
        
         | Kyuuketsuki wrote:
         | There hasn't been a release in a while, but onlink is still in
         | active development.
        
           | drexlspivey wrote:
           | Last update: March 2019. Not really active
        
             | Kyuuketsuki wrote:
             | Like I said, no release in a while.
             | 
             | I'm the original author. There's one other that works on
             | code, and Vert (this blog) has been a tremendous help with
             | asset updates.
             | 
             | Turns out however that rewriting the graphical engine takes
             | a while.
        
               | drexlspivey wrote:
               | Ever considered open sourcing it? Pretty sure some people
               | will contribute, it's an iconic game
        
               | Kyuuketsuki wrote:
               | Considered, yes, but Uplink is not open source, and it's
               | not my right to do it either. I know the source is
               | generally "out there" but the legality of that is murky.
        
               | chongli wrote:
               | Have you tried reaching out to Chris DeLay and asking him
               | about it? He might be okay with it!
        
               | stavros wrote:
               | Does Onlink use any of the Uplink source, or is it
               | written entirely from scratch? If the latter, it's
               | definitely within your rights to open-source.
        
               | Eji1700 wrote:
               | Already said it to vert, but just wanted to say I wish
               | you luck. Onlink was tapping into a niche that I think is
               | super under explored and you clearly understood what was
               | actually fun about it.
        
         | suby wrote:
         | Apparently the author of the article worked on onlink,
         | https://vertette.github.io/post/helloworld.
        
           | Vertette wrote:
           | Yeah, I'm still working on that! It's making lots of exciting
           | progress we can't wait to show people.
        
             | Eji1700 wrote:
             | Holy shit i'm super excited to hear that. I remember
             | joining the forums (ferrous moon?) forever ago just to see
             | if I could get help with some bugs and figure out how to
             | get past the harder hacking missions.
             | 
             | From there when the game only sorta worked for me I figured
             | "well someone else has to have made a quality movie hacking
             | simulator" and the answer was "not really no". It seemed
             | really clear that Onlink really understood what made these
             | things fun, and gave them depth, so I hope you can pull it
             | off.
        
       | flemhans wrote:
       | How To Play?
        
         | jslakro wrote:
         | Never got how to do it
        
       | thaumasiotes wrote:
       | I used to play a lot of Angband.
       | 
       | An important mechanic in that game is that monsters have
       | different types of attacks, and you need to be wearing equipment
       | and/or maintaining temporary buffs that make you resistant or
       | immune to those attack types. There are 30-40 relevant player
       | flags, and as you collect stronger equipment more resistances
       | will be available to you, making it safe to adventure deeper
       | within the dungeon.
       | 
       | You have to fit those few dozen player flags into your actual
       | equipment, which is one helm, one amulet, two rings, a pair of
       | gloves, a chestpiece, a cloak, a weapon, a shield (if your weapon
       | isn't two-handed), a pair of boots, and maybe a ranged weapon.
       | 
       | You also need a lot of stat point pluses, which are another thing
       | you get from your equipment.
       | 
       | One of the things I found most enjoyable in the game was sitting
       | parked in my home in town, looking at the pieces of equipment I'd
       | collected and saved, and thinking about how I might shuffle my
       | equipment around for a better overall setup.
        
         | h0l0cube wrote:
         | I used to play a graphical version of Moria. I've just recently
         | started playing Dungeon Crawl Stone Soup online (there's
         | offline playable builds as well). If you like classical Rogue-
         | likes, you might enjoy it too.
        
       | anta40 wrote:
       | Well, Uplink was certainly a very fun game for me. Played it
       | around 2003-2006ish.
       | 
       | I remember a quick way to increase your rank was by hacking the
       | international crime database and put many hackers into prison.
       | Hehe good old times.
       | 
       | Definitely want to play another game like this (an updated
       | graphics is certainly nice addition).
        
         | acupofnope wrote:
         | If you haven't tried yet, there's Hacknet that's similar to
         | Uplink albeit a bit simpler, but still fun.
        
         | stavros wrote:
         | Some commenters here say Onlink is an improved version of
         | Uplink.
        
       | ChrisSD wrote:
       | > While the game is a bit on the short side, there's enough depth
       | to its mechanics to feel satisfying to master, and the
       | realization that a game that gave you so much trouble at first
       | has turned into a total cakewalk can't be matched.
       | 
       | Yeah, if I recall, once you figure out all its mechanics you are
       | able to hack anything in about a month of game time. This is
       | marvelous once but obviously does hurt replayability.
       | 
       | It is fun to think I can never really replay uplink, short of
       | some rather severe amnesia.
        
         | iforgotpassword wrote:
         | > It is fun to think I can never really replay uplink, short of
         | some rather severe amnesia.
         | 
         | Maybe I suffer onset dementia or something, but I enjoyed that
         | game back then, but absolutely remember shit about it. Like,
         | absolutely nothing. Maybe it would all come back 5 minutes
         | after firing it up again, but I doubt it.
        
           | zoky wrote:
           | Once you figure out you can pretty easily hack top level bank
           | accounts for effectively unlimited money, the game loses a
           | lot of its replay value.
           | 
           | I absolutely loved this game when it first came out and I
           | played it on my Snow iBook G3. I subsequently re-bought it on
           | Steam, and it's had about five minutes of playtime since
           | then. I want to replay it, but every time I start it back up
           | again I'm just like, "Nahhh."
        
           | Xelbair wrote:
           | It will, as it was relatively simple.
        
         | pdpi wrote:
         | > It is fun to think I can never really replay uplink, short of
         | some rather severe amnesia.
         | 
         | That's the feeling I got out of Return of the Obra Dinn. Turns
         | out that a carefully crafted whodunnits becomes a lot less
         | interesting when you already know who's who what the "it" is
         | that they've dun.
        
           | wavemode wrote:
           | lol I guessed so much on my playthrough of Obra Dinn, that I
           | imagine a second playthrough would not be particularly smooth
           | either
        
           | dymk wrote:
           | I absolutely adore Obra Dinn, but its got the replay ability
           | of a really, really good crossword puzzle.
           | 
           | But not all is lost - I get almost as much enjoyment out of
           | watching other people play through it and uncover the
           | mystery.
        
         | ozim wrote:
         | For me it would be like 20 years ago last time I opened it. It
         | would take me some time to get back but of course not as much
         | as when I played it as a teenager. But I don't think I remember
         | it in such detail to just plow through.
        
       | noufalibrahim wrote:
       | I bought a box version of this game on a CD and played it on
       | Linux back in around 2002/2003. That was extremely rare. It had a
       | black card with codes to prevent piracy.
       | 
       | I absolutely loved the game. Really made you feel like a "hacker"
       | in some sense.
        
       | ysleepy wrote:
       | Loved to play this way back. The aesthetic is awesome and it
       | really lets you experience the vibes from the hacker movies at
       | the time.
       | 
       | I really enjoyed upgrading my workstation to 40Ghz and such,
       | optimizing for attack time and stealth.
       | 
       | Darwinia is great as well, I really dig their style.
        
       | cryptoz wrote:
       | Just chiming in to say I was super into Uplink for a bit around
       | 2003 as well. Absolutely loved that game and couldn't ever really
       | put a finger on why I loved it so much.
        
       | armitage wrote:
       | I bought this game via Steam and GOG a couple of weeks ago to
       | nostalgia play it, but it doesn't open on Mac unfortunately.
       | Shame, had a lot of good memories with this one (and it was
       | ironically one of the first games I pirated to boot!)
        
       | tronster wrote:
       | There is a great semi-recent, two part Podcast interview of Chris
       | DeLay, the creator of Uplink at: http://www.designer-
       | notes.com/designer-notes-68-chris-delay-... and
       | http://www.designer-notes.com/designer-notes-69-chris-delay-...
        
       | davikr wrote:
       | If you like Uplink, there is a free (you don't require the
       | original game) fan-made modification called Onlink that heavily
       | extends and improves the game.
        
         | Prickle wrote:
         | Thank you for that information. This will be a fun dive into
         | one of my more favorite games.
        
         | AaronM wrote:
         | You can find the lastest version here
         | https://www.ferrousmoon.com/forums/viewtopic.php?f=55&t=2777
        
           | mmcclure wrote:
           | I clicked into this one sincerely hoping I'd find something
           | like this! Thanks for the share.
           | 
           | Unrelated to the game, but hitting on this after 36 pages of
           | public updates made me sad about the state of forums.
           | 
           | >> I know it's a 2 years bump. But I hope development is not
           | completely dead :roll:
           | 
           | > Actually more active lately than more recent history, but
           | most discussion is taking place in Discord these days.
        
       | gzalo wrote:
       | Excelent game. Odd that no one mentioned Uplink OS, it's a
       | graphic mod that makes it support higher resolution and has
       | various qol improvements: https://www.moddb.com/mods/uplink-os It
       | does lose a bit of the 90s aestethics though
        
       | BrightOne wrote:
       | I especially enjoyed how relatively open Uplink was. Putting
       | other hackers behind bars through International Crime Database,
       | stealing millions of dollars from an account where a "trace a
       | huge payment" contract ended up - things like these shaped up my
       | love for open world games, and immersive sims alike.
        
       | helloplanets wrote:
       | One of the classic introductory game design books (Theory Of Fun
       | For Game Design by Raph Koster [0]) attempts to tackle the
       | question of what fun is, and what a game is. It's a breezy read,
       | with every second page an illustration. (Especially the chapter
       | Different Fun For Different Folks is really close to what the
       | original post is about.) It's tricky to define when you get in
       | the weeds.
       | 
       | Here's a snippet from the book:
       | 
       | > Many simple things can be made complex when you dig into them,
       | but having fun is something so fundamental that surely we can
       | find a more basic concept?
       | 
       | > I found my answer in reading about how the brain works. Based
       | on my reading, the human brain is mostly a voracious consumer of
       | patterns, a soft pudgy gray Pac-Man of concepts. Games are just
       | exceptionally tasty patterns to eat up.
       | 
       | I do think that Uplink has some super tasty patterns in there,
       | which is exactly what the author is talking about when he's
       | talking about the feeling of noticing how much better you've
       | gotten when you start the game over. Of course, fun isn't a
       | binary classification, and there's definitely a bunch games that
       | are very heavy on the 'juice-factor' and other such things in an
       | attempt to bump up the fun.
       | 
       | [0]:
       | https://archive.org/details/theoryoffunforgamedesign2ndediti...
        
         | ethbr1 wrote:
         | Are there any games that aren't pattern-based, in some sense?
         | 
         | I'm struggling to think of any examples that are arguably
         | random.
        
           | lubujackson wrote:
           | Slot machines?
        
             | smogcutter wrote:
             | I think part of a useful line between "game" and "not game"
             | whether the player can make decisions that influence the
             | outcome.
        
               | xboxnolifes wrote:
               | Candyland, chutes and ladders, Life. All games, all have
               | no player agency (Life does have _one_ decision iirc).
        
               | majormajor wrote:
               | At a slightly-less-elementary level: Monopoly. Lots of
               | decisions, but a lot of them are kinda "fake" - very
               | rarely do you _want_ to decline to buy that property you
               | just landed on. And the game is often effectively over
               | even before any trading or such. The pattern is little
               | more than  "land on the right spots, don't land on the
               | wrong spots have other people land on the wrong spots,
               | win."
               | 
               | Games with fewer meaningful choices and less exploitable
               | patterns tend to be games that game enthusiasts move away
               | from pretty quickly.
               | 
               | But they stay interesting as casual diversions or ways to
               | spend time with kids for people who are less-game-
               | oriented.
               | 
               | So I think there's two types of ways games are fun, and
               | the latter one is simply "something to do together with
               | friends and family" where the game itself is a diversion,
               | not the primary enjoyment source.
        
               | xboxnolifes wrote:
               | I was also going to add monopoly, but wanted to avoid the
               | potential of dispute. Even though really monopoly is just
               | rolling dice.
        
         | mostlysimilar wrote:
         | > the feeling of noticing how much better you've gotten when
         | you start the game over.
         | 
         | There's nothing like your second playthrough of a game like
         | Factorio, Cities Skylines, Stellaris, etc. All of the
         | experience and knowledge you've gained feels like a superpower
         | when you start fresh.
        
         | Rury wrote:
         | I'm pretty sure the theory of flow and how dopamine and the
         | brain works completely explains what makes video games fun. In
         | short, to make a video game fun it needs to balance a person's
         | flow state (particularly in regards to learning). The
         | difficulty lies in that a person learns and therefore their
         | skill improves over time, and so this "curve" needs changing to
         | compensate to keep them in the state of flow, but it needs to
         | be done in a way that doesn't alienate unskilled newcomers and
         | provides something truly "new" to learn. This is why you see
         | some games that are either super difficult or complicated,
         | which appeal to a small subset of gamers, but not to the
         | masses, and vice versa.
        
       | shmichael wrote:
       | The "not fun" mentioned by the author is the same principle as
       | good children's movies have to be genuinely scary or sad. See
       | Disney/Pixar classics like Lion King.
       | 
       | The larger amplitude of emotions makes the positive ending stand
       | out.
        
       | everyone wrote:
       | Uplink is a contender for the most immersive game ever as you
       | play it sitting at a computer, playing the role of a person
       | sitting at a computer.
        
       | RajT88 wrote:
       | I enjoyed Uplink very much, but had a hard time getting started
       | because I approached it like a real hacker would.
       | 
       | Got stuck for over an hour because I could not figure out how to
       | hack a node to route my connection through it. The Eureka moment:
       | You just click on it! No hacking needed, it is magic.
       | 
       | The impossible IP addresses were anusing too.
        
       | ghostDancer wrote:
       | One of the thing I recall from Uplink, apart from the game, it
       | was the modem ringing sound and as soon as i heard it extending
       | my hand to unplug the modem, then realizing the sound was in
       | game. That was an immersive experience.
        
         | BoiledCabbage wrote:
         | I've never been more shocked by any game intro than the intro
         | to that game. So simple, but so incredibly well done.
         | 
         | Looking back now the intro is so simplistic, and no way anyone
         | now would have the same experience (it's a different tech world
         | now) but at the time I was really amazed at the thought behind
         | the design choice.
        
       | markx2 wrote:
       | Whoever developed this (1) had perfect eyesight and (2) never
       | gave any thought whatsoever to anyone who would try to play this
       | in any other way.
       | 
       | This game is not 'fun'. Well, it might be if I could read it.
       | 
       | This game, like so very many others, should be a lesson in
       | accessibility.
       | 
       | Disagree? Fine. Bookmark this and come back in 10 / 20 years.
       | 
       | Six years ago:
       | https://steamcommunity.com/app/1510/discussions/0/1474221865...
        
         | stavros wrote:
         | Unfortunately, you're right. I can read it fine on my computer,
         | but it's tiring to read on the Steam Deck. Tons of whitespace
         | and a tiny font.
        
         | phh wrote:
         | Well, I think we're not far away from having NN upscaling
         | options in our window manager, which should be able to solve
         | the issues for that game
        
         | Stagnant wrote:
         | It was originally released in 2001, hardly the only game from
         | that era that doesn't scale that well with higher resolutions.
        
         | Falkon1313 wrote:
         | Or whoever wrote this comment ran it in the wrong resolution.
         | It wasn't designed to be played on an 8K billboard because no
         | one had those back then. Try 800x600 and you should be able to
         | see the text much clearer.
         | 
         | It does have other UI quirks though. IIRC, focus was determined
         | by mouseover so if you bumped the mouse while trying to type in
         | a textbox the keys would get lost. I found that significantly
         | more of a problem (without an easy fix) than the screen
         | resolution.
        
       | nickdothutton wrote:
       | If you enjoyed uplink, you might have liked Cholo, a game from
       | the mid 1980s which had exploration, a hacker feel, post-
       | apocalyptic scenario, and non-linear gameplay with the odd
       | puzzle. https://en.wikipedia.org/wiki/Cholo_(video_game)
        
         | Kim_Bruning wrote:
         | Apparantly there was an authorized free remake (!), but the
         | site it was published on is now also down, and the internet
         | archive doesn't seem to have the download link. :(
         | 
         | Maybe someone on HN still has the game, or a clue how to get
         | it?
         | 
         | https://web.archive.org/web/20120212100603/http://cholo.ovin...
        
           | Avshalom wrote:
           | I just checked it, seems to work fine under Wine, no clue
           | about windows
           | 
           | https://www.dropbox.com/scl/fi/3r649q0mij35sbwooufih/cholo.z.
           | ..
        
       | mgaunard wrote:
       | As a fellow European most likely older than the poster, I find
       | the retelling quite jarring and inaccurate.
        
         | Vertette wrote:
         | What's inaccurate? I'm almost 28 and describing what was true
         | for me at the time as a Dutch citizen, between international
         | online payments being harder to make until 2010 or so and PC
         | games not getting much space at nearby toy stores.
        
       | jgavris wrote:
       | Cyberarmy was pretty fun too
        
       | jebarker wrote:
       | > That might sound silly to a lot of players, because "if the
       | game's not fun, why bother", right?
       | 
       | Games are no different in this regard to books or movies. The
       | bulk of the market is looking for escapist entertainment
       | generally associated with positive emotions, but there are many
       | others that are looking for other things like learning something
       | new or exploring darker emotions. Video games have a unique
       | challenge though in that it's very difficult for those niches to
       | be served with games of the scale and quality of AAA. Movies have
       | that to some extent, but not nearly as extreme.
        
       | epalm wrote:
       | My favorite part of Uplink was the module you could buy to talk
       | to other hackers. Which of course turned out to be an actual IRC
       | channel with actual people! I hung out in the channel for a year
       | or two (via real IRC client, probably mIRC), and after the game's
       | popularity faded a bit it was a running joke when players would
       | once in a while still join from the game and be pleasantly
       | surprised to find "real people" in the game.
       | 
       | PS I remember now someone (Scaevolous? WolfLord? Rkiver? Zaptan?)
       | had written an irc bot in python, and it was the first time I'd
       | ever contributed to an open source project :)
        
       | aftergibson wrote:
       | Loved this game as a teenager, one of those influences on my
       | future life choices. Darwinia was also a really fun concept.
       | 
       | https://en.wikipedia.org/wiki/Darwinia_(video_game)
        
       | trhr wrote:
       | If you liked Uplink, you'll like Bitburner.
        
       | axxl wrote:
       | Somewhat of a spiritual successor is Midnight Protocol. It evokes
       | a lot of similar feelings for me.
       | 
       | https://www.midnightprotocol.net/
        
       | maxbond wrote:
       | For your consideration for Uplink successors, the BBS era visual
       | novel Digital: A Love Story by Christine Love.
       | 
       | https://scoutshonour.com/digital/
       | 
       | Excellent visual novel you can finish over a weekend or two.
        
       | hackan wrote:
       | I LOVED THAT GAME!!!
       | 
       | I remember downloading it at the local cyber-coffee, for which I
       | bought 2 boxes of diskettes! The owner saw me trying very hard to
       | split apart the zipped game and told me "do you want me to burn a
       | CD?". That's how I got my first CD game :D
        
       | shever73 wrote:
       | Reminiscent of the Activision game, Hacker, which I bought for
       | the ZX Spectrum. It shipped with no instructions, you had
       | accidentally got access to a computer system and needed to work
       | things out from there.
       | 
       | For a kid with no modem, it was revolutionary.
        
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       (page generated 2023-10-28 23:00 UTC)