26 Matching Annotations
  1. Jan 2023
    1. Currently no distribution models or systems exist outside of the shareware model

      over the summer i read Richard Moss's Shareware Heroes book, and it seemed like shareware basically died once you hit the 2000s; interesting to read this manifesto and how it's trying to imagine / push for what will basically become online retail stores like Steam but also trying to think of how to bridge a dying distribution model (shareware) into that. feels like the death of shareware probably felt pretty bleak to indie devs. but also i guess the internet provided a lot of hope, so maybe they didn't care

    2. One to three people

      it's interesting to me (and surprising!) how much this manifesto emphasizes team size. would have expected more of an aesthetic emphasis. i wonder if just team sizes were starting to balloon around this time, and this is reacting to that explicitly?

    3. writing a novel with twenty people

      it's interesting, the melos han-tani article linked above makes this exact same comparison. i wonder if he's read this? (seems very possible)

    4. Consider the one-time-through linearity, lack of replayability and derivative gameplay that many games suffer from, then reconsider the price that the publishers of these games are demanding again and again and again

      yeah sort of funny to read all of this and then see what i view as sort of conservative criticisms / outlooks of videogame design get wielded at the bottom. to me, one-time-through linear games are totally exciting and valuable and fit the spirit of this manifesto perfectly! think it's just that games as a medium have evolved a lot in the intervening years; new modes of play have been proven possible (or maybe they existed already and these writers didn't play them?)

    5. with pro quality art, game design, programming and sound to be sold at paperback book store prices

      sort of funny -- i feel this definition is now realized by the "III" games (just big indie games), which actually feel pretty "corporate" to me still. like, i don't think the reality of this vision matches the spirit of the manifesto, at least in the modern games scene

    6. All-nighters, 18-hour days, sleeping at the office -- John Romero's posse keeps up a "death schedule" to get Daikatana out of beta

      interesting how much Daikatana comes up in this. def sounds like Romero deserves all the hate if he crunched his team this hard (sounds like the ad campaign for Daikatana originally wanted to release in 1997, which means maybe they crunched hard for 3 years??). it also released in May of 2000, and this manifesto released in on 9/5/2000 (or maybe 5/9/2000? not sure lol); so maybe it's just recency bias too. had never heard of this game at all, so interesting to see how much conversation seemed to be around it!

    7. controllers wholly unsuited to a game of any depth

      this is really interesting i think. i feel like these days, with consoles pretty unthinkingly accepted as the dominant / defacto mode of videogames, that their controllers have sort of become accepted as: "this is what a videogame controller is." but i can see how in 2000, when big-budget PC exclusives were still a thing, and not too far from arcade dominance (or at least close enough to have devs who would have like worked through that transition, maybe), maybe there was a lot more talk about controllers? and resistance over consoles settling into a singular controller setup?

    8. brobdignabian

      this is such a good word omg

      https://www.google.com/search?q=brobdignabian+define&client=firefox-b-1-d&sxsrf=AJOqlzWv8n0WAlQPKnRoUPdGu_KQmbyi5A%3A1675111501606&ei=TSzYY_rRJPSgptQPi9SdMA&ved=0ahUKEwi6rIzQlPD8AhV0kIkEHQtqBwYQ4dUDCBA&uact=5&oq=brobdignabian+define&gs_lcp=Cgxnd3Mtd2l6LXNlcnAQAzIHCAAQDRCABDIKCAAQCBAeEA0QCjIFCAAQhgMyBQgAEIYDMgUIABCGAzIFCAAQhgM6CggAEEcQ1gQQsAM6DAgAEA0QgAQQRhD5AToGCAAQHhANOggIABAeEA0QDzoKCAAQCBAeEA0QDzoGCAAQFhAeOggIABAWEB4QDzoICAAQFhAeEApKBAhBGABKBAhGGABQgBdYvx9g2iBoAXABeACAAW6IAawFkgEDNC4zmAEAoAEByAEIwAEB&sclient=gws-wiz-serp

    9. The real risk is in developing the me-too product, the poor imitation, the incremental change from something else

      i would like to believe this but i don't think it's really true :( think you can make a boatload of money off of me-too products!

    10. What do you need to fund a game? Food stamps and enough scratch to pay the electricity bill.

      okay well this seems like perhaps a slightly low asking price, but i agree with the sentiment that AAA is constantly obsessed with throwing financial-life-of-the-studio-threatening amounts of money at every single game they make. you can just...spend $400,000 on one small game that takes 2 hours to play....life could be better....hadn't really realized that this critique existed so long ago (i guess i thought games were cheaper to make then for some reason. or maybe they were but not in proportion to the money they could recoup)

    11. You need thirty talents to develop a game

      this paragraph :') it rankles me probably too much when people constantly insist that gamedev is inherently a collaborative medium. it really isn't!! it certainly can be collaborative, but there isn't anything like, immoral lol, about someone doodling out a videogame by themselves, which many a twitter thread would have you believe. anyways not really an important point lol

    12. An industry that was once the most innovative and exciting artistic field on the planet has become a morass of drudgery and imitation

      i feel like this is a bit of an exaggeration...in undergrad i played through a bunch of 80s games, and like, there were a LOT of just crass imitations haha. the early 80s Atari stuff is notorious for being just loaded with cynical cash grabs (most infamous of the lot being the ET game); so much so that the North American games market literally just crashed because it was so overstuffed with garbage. and imo even the golden age Nintendo stuff began as a burst of interesting ideas (original Mario, Zelda, Metroid) that each in turn slowly devolved towards more and more conservative iterations of those ideas (this might be a controversial opinion though haha not sure)

    13. Walk into your local software store; you'll find perhaps 40 games

      I feel like this is still pretty much true. More than 40 games now, but it's just the smallest selection of the latest releases. There is no history at all in videogames stores and it's terrible!! The closest we have is the used games bin, which has its own charm but is not at all a reliable historical tool :(