luj1
You're all shills
I talk about what board games I like playing, what features I like to see in my board games, and my list of Top 5 board games.
No Talisman 2ED really? Instead lists plebeian trash like Catan lmao
I talk about what board games I like playing, what features I like to see in my board games, and my list of Top 5 board games.
You see, people who like to call you bad names like to play Evil characters but wanna feel good and be called good. Good thing that Tim isn't at all infested with this brain virus. You can see it from his perfectly normal smile. 100% normal
He literally could sit down, in his spare time, write story and Engine for Not-Arcanum 2. In 1997 it took him year+. With modern tools, shouldn't take much longer. But he's oh so old, oh so tired and WOKE worm inside his brain demands regular propaganda feeding. No time for c0d1ng. He's being c0ded
System Shock is a shooter. Daggerfall took nearly three years. Diablo took two years, but it's also far simpler than Daggerfall/Fallout/BG/Deus Ex and they had to go through a brutal 9 month crunch to ship it. Blizzard actually expected them to make it in a year and that proved impossible.Daggerfall and Diablo seem to have taken around two years and these were kinda hard hitters, System Shock seems to have taken somewhere between a year and 18 months and i'd expect smaller games to take less time
System Shock is a shooter. Daggerfall took nearly three years. Diablo took two years, but it's also far simpler than Daggerfall/Fallout/BG/Deus Ex and they had to go through a brutal 9 month crunch to ship it. Blizzard actually expected them to make it in a year and that proved impossible.
18 month RPGs certainly wasn't the norm for at least half the 90s which was my point. Even before then, Darklands took three years, Betrayal at Krondor took two. You could get a slam dunk done within 18 months, sure, Interplay banged out Fallout 2 in a year, but not from scratch.System Shock has shooting mechanics but there is a lot more going on than a Doom clone. Daggerfall started after Arena's development which was in March 1994 and it was released in September 1996, this adds at most an extra 5 months but they initially started with the raycasting engine which they dropped later and restarted with XnGine, so i'd say it is closer to two years than three.
But regardless, i think you're trying too much to draw correlation between development time and mechanical complexity which is certainly not the case - otherwise not only Stonekeep would be way more complex than it turned out to be but also modern games with their multiyear development times would dwarf pretty much all of 90s games in terms of mechanical complexity. But that doesn't really happen, there is barely a connection between the two.
And the end of the day, the 90s wasn't only Daggerfall, Diablo, Fallout and Baldur's Gate, i don't think it makes sense to use a handful of games to judge the development times of the games from an entire decade.
18 month RPGs certainly wasn't the norm for at least half the 90s which was my point. Even before then, Darklands took three years, Betrayal at Krondor took two. You could get a slam dunk done within 18 months, sure, Interplay banged out Fallout 2 in a year, but not from scratch.
Man,Ultima Underworld 2 was released ~10 months after the first game, New World Computing pretty much spat out a new Might and Magic every year from M&M3 to M&M5 and from M&M6 to M&M8 while making a bunch of other games in-between. You can also find several RPGs that weren't as big names that were made in less time, like Escape from Hell (made in a year), Xenomorph (also a year), Ishar series (each one was released a year after the previous entry), Vengeance of Excalibur (released a year after its prequel) and FFS, apparently Mobygames introduced some sort of limit for guest visitors, but you get the idea. Bonus games that took ~1 year to be made and are more known are basically most of SSI's games like Curse of the Azure Bonds, Champions of Krynn, Death Knights of Krynn, etc. Eye of the Beholder 2 also seemed to be made less than a year too.
You listed a bunch of games that could be cobbled together quickly because they already had a lot of code and art ready to go. It took Troika three years to make Arcanum. It only took 19 months for Temple of Elemental Evil because they already had a good amount of code for it thanks to the development of Arcanum, but the constraints that schedule put on them certainly showed.You could get a slam dunk done within 18 months, sure, Interplay banged out Fallout 2 in a year, but not from scratch.
Dungeon Master was released in late-1987 after two years of development, though it was created by a team of just four people. Team size is quite important to take into consideration as a factor in duration of game development, as is whether a game required a new engine or re-used as existing one; Dungeon Master is an example of the former, Fallout 2 is of course an example of the latter.Fallout, Baldur's Gate, and Deus Ex all took around three years.
I'm pretty sure those were outliers (though by the time Deus Ex came out game development time was already increasing). Daggerfall and Diablo seem to have taken around two years and these were kinda hard hitters, System Shock seems to have taken somewhere between a year and 18 months and i'd expect smaller games to take less time (like Bethesda's own Battlespire which took 1 year). And another thing to keep in mind is that back in the 90s developers sometimes worked in multiple projects at the same time which slowed the progress of each individual title (e.g. Battlespire was made at the same time as Redguard and System Shock at the same time as Terra Nova).
I think up to mid-90s a year was about the maximum you'd expect for most games, which is why games that took longer kinda stood out (and not always in the best way, see Stonekeep which apparently started development in the late 80s).
You listed a bunch of games that could be cobbled together quickly because they already had a lot of code and art ready to go. It took Troika three years to make Arcanum. It only took 19 months for Temple of Elemental Evil because they already had a good amount of code for it thanks to the development of Arcanum, but the constraints that schedule put on them certainly showed.
Dungeon Master was released in late-1987 after two years of development, though it was created by a team of just four people. Team size is quite important to take into consideration as a factor in duration of game development, as is whether a game required a new engine or re-used as existing one; Dungeon Master is an example of the former, Fallout 2 is of course an example of the latter.
I talk about the pros and cons of going to university versus being self-taught, with respect to going into the game industry.
'Muh university educashun.Cain says college never taught him how to debug or optimize code and when he brought this up one prof sneered "Sounds like you want to make this a trade school." Wonder if that's a contributing factor with regard to how games are now.
Don't know how much university knowledge is in John Carmack's brain or just genius/creativity?
Genuinely curious, is there a single good game produced by devs with a degree in game design?
Portal 2 was also taken from a digipen game project (the paint stuff).AFAIK Portal was made by people who learned at Digipen and is generally considered a good game. Though even taking into account that these students were lucky enough to have Gabe Newell visit them, notice their work and offer them to work at Valve, the fact that there hasn't been a Portal-level success from their students since 2007 (in fact in their "successes" page they have Portal at a prominent position) most likely mean that it wasn't because of Digipen they made that game.
Today's game companies?Stop sending Cain/game companies your ideas for games
A problem for fiction writers too.Stop sending Cain/game companies your ideas for games, it just creates potential lawsuits for him and ideas in and of themselves aren't of much worth without execution.
Some of the most annoying people he's had to work with are the people who won't take "No" to their idea as an answer until he has to be super direct with them and then they complain.