Trashos
Arcane
- Joined
- Dec 28, 2015
- Messages
- 3,413
She's a bisexual chick that writes BDSM sex books..
So, is she available or what?

She's a bisexual chick that writes BDSM sex books..
I think it would be significantly harder to downplay e.g. Robert Downey Jr. because his impact on the quality of the product is immediately obvious early into the movie in a way that with developers isn't necessarily so.Weird stuff aside, you're right about developers being downplayed in the industry. That's deliberate. The last thing publishers want is for their employees to become celebrities, otherwise they'd have to pay them a lot more and give them more authority.Bah, when I was young of course. I was a nerd playing CRPGS on his C64. I formed a band to get some girls. But now I'm 45, it's been a long time since I don't give a damn about glory, pussy or money.
It just seems to me that the video game industry is quite weird: it generates more money than the music industry or Hollywood, but at the same time, their best creators are absolutely down played. I find it great that way, but also find it a bit sad.
Film and music industries are driven by personalities, which they also try to create all the time. A shitload of people working behind the scenes, of course, just like games, but the names make the difference.
A virtual world has its perks. As long as the game is good, it makes no difference to the average player if the whole team changed during development or in a sequel. In contrast, Robert Downey Jr. has a lot more leverage when negotiating his salary with Disney to play Iron Man, and replacing him could hurt their business.
In the video game industry, everytime you let a dev become a celebrity you could have a Kojima situation down the road. Even MCA, though in a smaller scale, caused an uproar.
This is one good thing about the Kickstarter trend. Celebrity devs are more than welcome.
Indeed. To know a speciif game developer's input usually needs research. Much like the discussions in this thread and the Codex in general.I think it would be significantly harder to downplay e.g. Robert Downey Jr. because his impact on the quality of the product is immediately obvious early into the movie in a way that with developers isn't necessarily so.Weird stuff aside, you're right about developers being downplayed in the industry. That's deliberate. The last thing publishers want is for their employees to become celebrities, otherwise they'd have to pay them a lot more and give them more authority.Bah, when I was young of course. I was a nerd playing CRPGS on his C64. I formed a band to get some girls. But now I'm 45, it's been a long time since I don't give a damn about glory, pussy or money.
It just seems to me that the video game industry is quite weird: it generates more money than the music industry or Hollywood, but at the same time, their best creators are absolutely down played. I find it great that way, but also find it a bit sad.
Film and music industries are driven by personalities, which they also try to create all the time. A shitload of people working behind the scenes, of course, just like games, but the names make the difference.
A virtual world has its perks. As long as the game is good, it makes no difference to the average player if the whole team changed during development or in a sequel. In contrast, Robert Downey Jr. has a lot more leverage when negotiating his salary with Disney to play Iron Man, and replacing him could hurt their business.
In the video game industry, everytime you let a dev become a celebrity you could have a Kojima situation down the road. Even MCA, though in a smaller scale, caused an uproar.
This is one good thing about the Kickstarter trend. Celebrity devs are more than welcome.
She's a bisexual chick that writes BDSM sex books..
So, is she available or what?![]()
She's a bisexual chick that writes BDSM sex books..
So, is she available or what?![]()
I believe she's poly, which would make it a yes.
They still manage to get all credit from projects that resulted from the efforts of a whole damn lot of people.If great writers or designers such as Paul Neurath, Warren Spector, Neil Halford, Tim Cain or MCA (...) were pushed in front for the genius of their vision, the quality of the games would improve, and so would the industry in its whole.
Instead of that, they're treated like hacks and forced at some times to work on shitty mobile casual games. Somehow, it's really depressing. But it was also like that in the movie industry in the beginning of the twentieth century, so hopefully, things will change.
I don't know when "games started becoming popular" in your view of history, but the quality of graphics and, to a lesser degree, audio has been discussed from at least the 1980s forward. For example, check out this article comparing the consoles in 1982 (what a great name is "Randi Hacker"!). It talks extensively, almost exclusively, about graphics, especially when discussing the shortcomings of the console Pacman clone. Just scroll back to the start of the magazine and you'll also see that the first ad, for Star Strike, describes it as an "exciting new space game complete with brilliant colors, gripping tensions, and special effects so realistic they appear three-dimensional. . . . [C]ompare it to other space games. We think you'll agree that color, excitement, and special effects make Star Strike the clear winner." Similarly, if you flip through the first issue of Eletronic Games magazine, you can find an ad for Intellivision's console, which starts: "It's obvious how much more realistic Intellevision graphics are [than Atari's]. But take a closer look. Notice the Intellevision players. They've got arms and legs like real players do. Look at the field. It actually looks like a real baseball field. If you compaer the two games, I think you'll find that Intellivision looks a lot more like the real thing." The remainder of the ad also talks about gameplay, but graphics are the lede.The relevance given to the secondary aspects of videogames, like music or graphics, are only an effect of the process of normalization that happened after games started becoming popular. People who weren't there at the beginning find it hard to relate to games if they aren't presented in a way they can accept as normal.
If great writers or designers such as Paul Neurath, Warren Spector, Neil Halford, Tim Cain or MCA (...) were pushed in front for the genius of their vision, the quality of the games would improve, and so would the industry in its whole.
Instead of that, they're treated like hacks and forced at some times to work on shitty mobile casual games. Somehow, it's really depressing. But it was also like that in the movie industry in the beginning of the twentieth century, so hopefully, things will change.
In the 1980s, individual game designers frequently were promoted to the gaming public as the face of the games they developed. Publisher Electronic Arts, for example, created a record sleeve-style game package that included photos of the developers as if they were rock stars, and also published advertisements touting developers in connection with their games. Microprose would eventually attach the name of its star designer/programmer, Sid Meier, to the title of every game he worked on. As games have become larger in terms of budgets and the number of people working on them, this sort of star treatment has faded away.It's the same thing in every art form that requires a team work.
I really think that if MCA would be put in front of the gamebox (even if in reality, it's a team work) like Francis Ford Coppola's Apocalypse Now, the games would be better.
So you're saying games don't contain music (a form of art,) 3D models (a form of art,) writing (a form of art,) or voice acting (a form of art?)
Or are you saying that a product that, in addition of what you listed, music, 3D models / graphics, writing and voice acting, which are all without doubt art, is, somehow, through some odd magic, not art?
Doesn't make a lick of sense.
I mean, I get what you are saying - but games now aren't games back then. Games now have certain merit. Some have music that's certainly more artful than mainstream pop. Others have beautiful artwork. Others are written well or tell engaging stories. Sure, this might just be window-dressing...
But it's art all the same.
Like it or not, games are more now than just their mechanics and systems.
Here, I got a good analogy:
Imagine your own argument about chess and checkers.
So if I make an ivory chess set made by some master craftsman, is that not art? Sure, I get your point: the -game- itself is still not art, just the medium. But is the difference really that important? When people say X is art they don't mean all of X, they refer to the part that is artful. Sometime that's all the parts, often it's not.
Games are craftsmanship, and like making a table or forming clay, that, too, is art.
I don't know when "games started becoming popular" in your view of history, but the quality of graphics and, to a lesser degree, audio has been discussed from at least the 1980s forward. For example, check out this article comparing the consoles in 1982 (what a great name is "Randi Hacker"!). It talks extensively, almost exclusively, about graphics, especially when discussing the shortcomings of the console Pacman clone. Just scroll back to the start of the magazine and you'll also see that the first ad, for Star Strike, describes it as an "exciting new space game complete with brilliant colors, gripping tensions, and special effects so realistic they appear three-dimensional. . . . [C]ompare it to other space games. We think you'll agree that color, excitement, and special effects make Star Strike the clear winner." Similarly, if you flip through the first issue of Eletronic Games magazine, you can find an ad for Intellivision's console, which starts: "It's obvious how much more realistic Intellevision graphics are [than Atari's]. But take a closer look. Notice the Intellevision players. They've got arms and legs like real players do. Look at the field. It actually looks like a real baseball field. If you compaer the two games, I think you'll find that Intellivision looks a lot more like the real thing." The remainder of the ad also talks about gameplay, but graphics are the lede.The relevance given to the secondary aspects of videogames, like music or graphics, are only an effect of the process of normalization that happened after games started becoming popular. People who weren't there at the beginning find it hard to relate to games if they aren't presented in a way they can accept as normal.
Obviously, there's a problem here which is that there's no way to figure out what people thought about games without a record like a magazine to inform us; but a video games magazine will exist only "after gaming started becoming popular" because, otherwise, there'd be no market for such a magazine. That said, if you read about the development of, say, Spacewar!, it's clear they cared a lot about graphics even then (i.e., the 1960s). From the very beginning, creating graphics was such a technical challenge that it was important in its own right (if you're old enough to remember the demoscene, you'll be familiar with this). So when gamers were primarily hackers/nerds, the trickery required for graphics was itself something to be impressed by from an engineering standpoint. Thus, I'd be very surprised if you could actually find a time when gamers didn't care about music or graphics.
I think there's a degree of, ahh, I don't know the right word -- but maybe like "confusion of perspective." Looking at the graphics of older games from the standpoint of today, they look horrible, so you might infer that people didn't care much about graphics back then. "They cared about gameplay!" But at the time, those graphics were actually achievements on par with whatever the CryEngine can put out, and people cared about them enormously. And there were many games with shit gameplay that nevertheless moved units based on impressive audiovisuals (like Cinemaware titles).
My two cents:I think that something happened to the game industry in the 80s/90s -- but figuring out what exactly it is, and how it happened, is tricky, especially because naturally our nostalgia and elitism distort recollections.
For example, I was prepared to go on a rant about days when guys like Mike Singleton or Jordan Mechner or Richard Garriott or Sid Meier or the Williamses or the Murrys had these fantastical visions that they built with these amazing feats of coding, not to mention polymathematic skills where they not only coded under impossible limitations but also designed brand-new genres, created great visuals, etc. But to be honest, is that really so different from what Notch did with Minecraft or Derek Yu did with Spelunky or the Yavuzes did on Mount and Blade or random mapmakers did in creating DOTA for Warcraft III? The truth is, there's actually still quite a bit of utterly implausible feats being pulled off by small developers all the time.
Still, even if I try to convince myself of that, it still seems to me that there was something different back then -- more experimentation, more ambition, maybe. Maybe just so many barriers to entry that designers were much more likely to be super-high-IQ eccentrics rather than ordinary folks. Hard to say. I don't think it's so much that customers' tastes become more decadent, though. People always loved cutting edge audiovisuals, nice interfaces, "cinematic" experiences, "realism" and so forth. The difference (I think?) is that as storage media got way bigger, it became practical to have larger teams making larger games -- a couple smart guys could make the best graphics in the industry back in the 1980s: hell, all it took for Mechner to pull it off was a rented videocamera and some clever tricks. Nowadays that's just not possible any more. Pushing the graphical envelope requires a bigger team and a bigger budget, and, as I noted in another thread, once size gets past a certain point, "eccentric genius control-freak" goes from an asset to a liability. In some ways, the miracle is not that Garriott made the older Ultimas largely by himself but that anyone could suffer under him to make the later Ultimas as a team. :D
Troika was passionate about making good cRPG's (they sucked at being a business). Obsidian does good business and continues to make games.![]()
"The problem is that video games became a huge industry."
It was a big business even back in the 70s and 80s. In that Electronic Games magazine issue I linked to, it claimed that Space Invaders had made $600M in Japan alone. Another article claims $600M a year. Both of those numbers seem impossible to me -- possibly a confusion of yen and dollars. If it's true, though, we're talking about $2.3 billion in today's dollars, off one arcade game. Many Atari games sold millions of copies (Pac-Man sold 7 million). Zork sold a million copies, and Simon & Schuster offered to buy Infocom for $28M (declined) in 1984. That's $65M in today's money.
[EDIT: Wow, maybe the $600M a year figure is possible. Per Wikipedia, Space Invaders grossed $2.7B (unadjusted), Pac-Man $2.5B, Asteroids $800M. "By 1981, the arcade industry was worth $8B ($20.8B in 2016)."
Troika was passionate about making good cRPG's (they sucked at being a business). Obsidian does good business and continues to make games.![]()
I wouldn't say Obsidian is good at doing business since they are always hanging by a thread when transitioning from one project to another. They're good at surviving, though. And they are the dindu darlings of the RPG community.