They Quite Literally Don't Make Games the Way They Used To (theguardian.com) 158
The days of two developers making games in a shed are over, an article on The Guardian says. Spend any time with your grandparents and at some stage the age-old phase "they don't make them like they use to" will pop up as nostalgia gets the better of them. Usually it's just the rose-tinted glasses talking, but for video games it's a fact: they quite literally don't make them like they used to. Back in the 1980s, when the industry was in its infancy, games were often created by two-person teams consisting of one programmer and one artist. In the 1990s, sprites gave way to 3D modelling, and development teams mushroomed in size, hoovering up specialists in disciplines across animation, level design, character modelling and artificial intelligence. Today, creating the most advanced, triple-A games has become too big a task for a single developer leading to the rise of what is best described as a modular approach, where different developers work on different parts of a single game. The article adds: One developer that is pioneering the modern modular approach is no spring chicken. Set up in 1984, Newcastle-based Reflections swiftly established a reputation for bringing cutting-edge graphics to side-scrollers such as Shadow of the Beast and the gloriously named Brian the Lion. It then morphed into a driving-game specialist, thanks primarily to the Destruction Derby and Driver franchises. French publisher Ubisoft acquired the studio in 2006, expanding its remit way beyond its previous practice of churning out a new Driver game every three years or so. Reflections is crafting the vehicle components of the upcoming Watch Dogs 2 and Ghost Recon Wildlands and has just finished the Underground downloadable content (DLC) pack for The Division. It's finishing Grow Up, the sequel to 2015's Grow Home -- ironically, a small, innovative download game made by a 90s-style 10-person team.
Well.. (Score:2)
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Or, FlappyBird.
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Most old computer games sucked. Just because you can remember the ones that were good doesn't mean those were the only ones they made back then. Just like most old movies sucked.
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Re:Well.. (Score:5, Interesting)
Yeah I too preferred the old computer games that eschewed CGI in favor of hand painted and animated models.
I wonder how many people realize you're not joking: the original Doom and Doom II models were literally clay models [reddit.com] that were shot from various angles to make the final sprites.
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"Yeah I too preferred the old computer games that eschewed CGI in favor of hand painted and animated models."
Clay Fighter's getting a sequel, fucking finally, however I don't think this is going to be clay animated like the original. I'll bet on CGI.
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CGI is fine, spending all of the time working CGI and no time on gameplay is a problem.
Re: Well.. (Score:1)
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I see you're a PCMR guy who knows his Playstations
In his defense, if he doesn't have Playstation Plus and is still using a PS3, he's limited on what automatic stuff he can do. The PS3 still a touch annoying in regards to updates. The PS4 on the other hand is more user friendly in this regard.
And since the PS3/PS4 are Ethernet/WiFi only, no dial-up. He should be upgrading whatever 768k crap DSL he has. Unless he's got some kind of external dial-up modem that lets you connect devices via ethernet (which e
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Some DSL connections use PPPoE. Others use a proprietary variant of PPPoE, which requires a connect program that's often not available for Linux PCs or for the stripped down operating systems in game consoles.
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Routers have been handling PPPoE for years now and there IS no proprietary PPoE. an ISP may "claim" that you need their crapware, but you don't.
Is this that "entitlement" I hear about? (Score:1)
Right (Score:1)
They used to be made for DOS, Commodore64
Now they are made for things other than DOS, Commodore64
Actually, they still do make games that way (Score:5, Interesting)
Are we forgetting that indie game developers are still frequently one programmer and one artist? Fez, Terraria, Minecraft, Stardew Valley, Shovel Knight and Undertale are all games made by unbelievably tiny teams.
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Are we forgetting that indie game developers are still frequently one programmer and one artist? Fez, Terraria, Minecraft, Stardew Valley, Shovel Knight and Undertale are all games made by unbelievably tiny teams.
And, IMO, the games are way more fun, even if they're a bit less shiny.
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Crawl [powerhoof.com]
As an indie developer who is making a profit... (Score:5, Interesting)
I call hyperbole.
Unity has allowed me to develop games on my own just fine. Easily portable across multiple platforms.
Re:As an indie developer who is making a profit... (Score:5, Interesting)
This. Unity is a godsend for indies. Easy to pick up, allows to get something presentable in rather little time and compared to the days of yore where matrix algebra pretty much had to be your first hobby (with games coming at a somewhat reasonable distance) if you wanted to as much as think about game development, you also need rather little in terms of actual coding experience to produce something.
Sadly, that's not the case with graphics. I'm a programmer with no graphics skills whatsoever, what I'd have needed was the opposite of what Unity brought us. :(
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Programmers without artistic skills should be exploring the boundaries of procedural generation.
"Art" based games rely on standard libraries that all work the same way (sprites for 2D, geometric transformations for 3D) intended to accurately portray in photo-realistic ways, or some effects that have become standard (glows, bumps, reflections, etc).
However, games can be made with 100% abstract representations that don't require any drawing skill (you'd still required to have some taste in selecting a color p
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I think you're forgetting Unity was made by a pretty substantial 'team' of people over the years.
I'm not saying it's bad for a great tool to exist, but you do stand on the work of many people to get your 'one man game' done. In much the same way big studios rely on in-house internal tools to create what they create.
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I suppose you're also the inventor of the Z80, 6502 and 6802 and you hand built your PCs from raw materials, huh?
Nope, that was not me.
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Games like Pac-Man and Centipede were not built with compilers or libraries.
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That's not a "library", it's an instruction set. It's two different things. A "library" in software is a collection of subroutines that can be reused from project to project and allow you to develop software faster than having to reinvent the wheel every time. An instruction set is the most primitive way to interact with a CPU, and consists mainly of instructions used to move data and to perform logical or arithmetic operations on it. More modern CPUs (esp. Intel ones) do have more complicated instructi
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I think you're forgetting Unity was made by a pretty substantial 'team' of people over the years.
Or that pretty substantial 'team' of people over the years who created integrated circuits to perform basic arithmetic?
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Do you actually take yourself seriously here?
That's apples to oranges. Unity is specifically tailored to game development.
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Do you actually take yourself seriously here?
No.
That's apples to oranges. Unity is specifically tailored to game development.
What part of "but you do stand on the work of many people to get your 'one man game' done." is contingent upon "specifically tailored to game development"?
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The entire crux of the article is 'we don't make games like we used to', and the counter argument in this particular post is 'I use Unity, so I do'.
My point is no, you really aren't. What you're doing is licensing the work done by said team and forgetting they exist. Work done specifically to game development, as in 'stuff these AAA big companies are hiring staff to do' as mentioned in the article.
Honestly I thought it was pretty clear from the context. Jumping to 'integrated circuits' and 'what about those
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I'm sure there's a hardware interrupt somewhere that causes that. Probably designed by a few people, I'm just glad it isn't tied to the system watchdog process and the dude doesn't have to reboot every time sensibilities are offended.
The hardware that goes into every console and computer comes from chip families that are compatible across a wide range of systems. The NES and SNES used 74xx series chips - yes, if you're an EE grad, those are the same ones we used in our 101 courses. Unity, while being spe
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Mostly stops at the 'this thing is directly related to that thing', which is what I was saying oh wise AC.
But bring on the ad hominems. I'll stand by what I said.
Is that true? (Score:1)
What about the indie studios releasing indie games with teams of 1-4?
Shed = Mama's Basement (Score:2)
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Sheds for hobby work is more a mid-west US thing than Silicon Valley I would imagine.
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Our studio uses a contemporary coding process thats actually quite simple.
Your process is missing a few things. Your programmers don't write unit tests and you don't have dedicated QA team to look for bugs.
Re:frankly our new process is best. (Score:5, Insightful)
Our studio uses a contemporary coding process thats actually quite simple.
Your process is missing a few things. Your programmers don't write unit tests and you don't have dedicated QA team to look for bugs.
So he's accurately portraying contemporary coding processes at game development companies.
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So he's accurately portraying contemporary coding processes at game development companies.
Not sure about unit tests. I was a video game tester for six years at Accolade/Infogrames/Atari (same company, different owners, multiple personality disorders). Everything got tested.
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Pfft. Atari. How long ago was that.
I left in 2004.
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Wait, in 2004 you only had a game tester job? Are you a little kid or do you just not have any skills?
I had a six-month software testing internship in 1997. Next job after that was video game tester (1997-2001) and lead video game tester (2001-2004). I've been doing IT support contract work since 2005.
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Obligatory JIra Jr:
https://www.youtube.com/watch?... [youtube.com]
"Are we doing any usability testing?"
"No time!"
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Not missing. Unit tests and QA are costs, and in today's lean environment, we need to keep costs down.
That's fine as long as you deliver a flawless product. Fixing mistakes after the product is in the hands of consumers can get very expensive.
Re:frankly our new process is best. (Score:5, Informative)
That's fine as long as you deliver a flawless product. Fixing mistakes after the product is in the hands of consumers can get very expensive.
I see you're out of touch with the modern game industry. A game that actually works the first week after release is newsworthy, and game disks often contain only a Steam installer (and the few console games I've played similarly downloaded the whole game before they were ready to play, and often did again within a couple weeks after they came out).
Steam refunds are working on making the "release crap and (optionally) patch later" strategy less profitable, but it's still quite common.
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For my team, it just added complexity with no benefit. Team's workflow with SVN was "update early and often". Commit changes. That was basically it. With Git it's been an insane nightmare. The only thing I can figure is that either most teams use the "gateway" merging model, where one person does most of the merging, or the teams do not frequently have multiple developers working in the same files. Under years of SVN, merging was a nonissue for the team. Under Git, there's always some sort of drama.
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git-flow is what allowed me to start choosing git for projects. There is less drama involved. ("Drama" was a good way to express it, by the way.)
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25 year veteran here and you've made a pile of ASSumptions. I'm aware that Git works and I'm aware that, compared to SVN, it's a complete shift in the way merging is addressed. This makes perfect sense for Linux kernel development but doesn't necessarily map well onto every type of software development.
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Honest question, is GIT really that hard to understand and integrate into your process?
https://xkcd.com/1597/ [xkcd.com] pretty much says it all.
A Shame kind of (Score:1)
Maybe it's because of my age but I kind of like the simplicity of the games of the 80's and early 90's. No big learning curve, no really big back story just jump in and play without a huge investment of time. But to make a game like that today with the consoles we have would just feel like a ripoff. There's a charm to having to have pixel perfect precision to making a jump or simple space shoot em ups, or even flying your weird ostrich around in Joust and don't even forget Tapper.
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But to make a game like that today with the consoles we have would just feel like a ripoff.
Maybe with consoles but my kids (age 8 and 10) hardly touch their console. They spend most of their time playing tablet games which are very much like the old school games. Simple graphics easily created by one developer. Many are side-scrollers that look like something pulled straight out of the 80s. Some even go out of their way to make it look like pixelated 80s games.
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One problem with gaming on a tablet is that compared to a joystick and buttons that gives tactile feedback when an action is input, a flat sheet of glass gives far less feedback. Thus many genres need to have their control schemes completely rethought for a flat sheet of glass. Do your kids use an external Bluetooth controller with their tablets? If not, do they stick to point-and-click games or 1- or 2-button continuous runners?
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One problem with gaming on a tablet is that compared to a joystick and buttons that gives tactile feedback when an action is input, a flat sheet of glass gives far less feedback. Thus many genres need to have their control schemes completely rethought for a flat sheet of glass. Do your kids use an external Bluetooth controller with their tablets? If not, do they stick to point-and-click games or 1- or 2-button continuous runners?
I think most of the games are tap to jump or tap to shoot type games. I didn't say that they are comparable gameplay. Even an NES with a joystick and 2 buttons is superior gameplay. The point I was making was that they have nice consoles and for some reason would still rather just use their tablets. Not exactly sure why, honestly but I know that they are not the exception. It seems most people accept the limitations of a tablet and still prefer playing on a tablet or phone even when other options are a
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Re: A Shame kind of (Score:1)
Puff Piece (Score:5, Insightful)
There's plenty of examples of indie hits not made by AAA studios, this article is just a Ubisoft puff piece for that abhorred thing called a Watch Dogs sequel and their other less than exciting franchises.
Seriously, what happened to Ubisoft after Assassin's Creed 2?
Re:Puff Piece (Score:5, Funny)
Will I actually get to watch some dogs in the next Watch Dogs?
Oh really? (Score:5, Informative)
I'll grant that the small team is no longer the industry norm, but suggesting they don't make them like that any more is just preposterous. The biggest game launching this month, No Man's Sky [wikipedia.org], was originally developed by a team of just five developers. It wasn't until a year or two into development (well after the game was announced and the first trailer shown) that they brought in five more developers. And I was just looking at Prey For the Gods [kickstarter.com] the other day. It's being made by three guys working out of a basement or garage, as I recall. Braid [wikipedia.org] was a two-person job (programmer + artist) with music that was licensed from others. And how could I forget mentioning Cave Story [wikipedia.org], which was entirely developed by a one-man "team" who did all of the artwork, programming, and music himself?
Pick an indie game, and it's likely built by a small team. They may not all stay small (e.g. Minecraft), but you can only suggest they don't make games like that any more if you start by ignoring the entire indie scene which is doing quite well for itself.
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The biggest game launching this month
That'd be Deus Ex: Mankind divided. [wikipedia.org] I'm expecting No Man's Sky to be kinda like Elite: Dangerous, lots of potential falls flat on it's face with execution. If it manages to pull a Minecraft I'll be pleasantly surprised, No Man's Sky is the biggest indie title to launch this month though.
but you can only suggest they don't make games like that any more if you start by ignoring the entire indie scene which is doing quite well for itself.
Look at the source: The Guardian, don't be surprised at the lack of research that goes into what they're pumping out these days. It's the same across the board though with most publications, they need to draw in the hits t
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Truthfully, I had forgotten about Deus Ex coming out this month, despite owning most of the games in the franchise, otherwise I would've couched my phrasing a bit more carefully for exactly the reasons you pointed out. And you may well be proven right about Deus Ex being bigger in the end (it's certainly bigger in terms of budget), but it looks like I'm not alone in thinking No Man's Sky is a bigger launch [gamefaqs.com].
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To be honest trusting a poll on gamefaqs is like trusting neogaf not to ban you because you like breasts on a women these days.
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GameFAQs definitely has its own hive mind, just like any other site that's been around for awhile, and they definitely lean in certain directions that differ from the mainstream. Even so, all I was attempting to get at is that No Man's Sky is shaping up to be a much-anticipated launch, arguably the biggest one this month. Given the level of coverage in the press, the water cooler talk I've been hearing around the office, and other anecdotal evidence such as the poll, I think that's a fair assessment.
For my
Re:Oh really? (Score:5, Interesting)
I'm expecting No Man's Sky to be kinda like Elite: Dangerous, lots of potential falls flat on it's face with execution. If it manages to pull a Minecraft I'll be pleasantly surprised, No Man's Sky is the biggest indie title to launch this month though.
It won't. The reviews are coming in and they're brutal: it's interesting for the novelty factor at first, but quickly becomes tedious and boring. The "procedurally generated planets" boils down to "picks a few random colors and resources." Even people who enjoyed it can't recommend it to other players because it's yet another one of those games that mistakes "hours of content" for "depth." Because if you had fun doing a task once, clearly you'll have 100 times as fun doing it 100 times. That's how fun works, right?
Which is a problem I've seen a lot in games recently: the apparent assumption that the solution to a lack of gameplay is to just repeat the same gameplay many times, as if that will make up for a lack of content.
I guess they really don't make them like they used to, when it was OK for a game to be short as long as it was fun to play.
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Which is a problem I've seen a lot in games recently: the apparent assumption that the solution to a lack of gameplay is to just repeat the same gameplay many times, as if that will make up for a lack of content.
Shouldn't be a surprise though, a lot of the big names(Polygon, Kotaku, RPS, etc) in games media publications are still on the "walking simulators are great! Walking simulators will even love you through those long cold nights."
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^THIS^
Even old school JRPGs like Final Fantasy VII only managed around 30 hours of gameplay.
No Man's Sky has a bigger world than an MMO like WoW...but has tedious crafting/gathering/combat like WoW.
Take the most tedious MMO ever made and just remove the multiplayer. Great game idea.
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[...] but "preposterous?" Really?
Yes, "preposterous". Silly. Contrary to reason. Absurd. Suggesting a premise is preposterous because there's an ample supply of evidence to the contrary is an appropriate use of the word "preposterous". Anyone who had given even a cursory glance at the industry (which we'd hope would include journalists paid to research the topics they write about) should have been aware of how patently absurd their premise was.
And while I don't see any relation between politics and the topic at hand, no, I'm not afraid of
Yes they do (Score:1)
Gems such as Stardew Valley, Banished, Factorio, and even less successful games such as Castle Story, Rimworld, Gnomoria, are all created by either a single person or a small team. AAA-Games need a big team, but they are all soulless pieces of designed by committee shit, a bit like Hollywood.
Now if you'll excuse, I've gotta play.
Minecraft? (Score:4, Insightful)
...They do make them like they used to ... then they become larger, then they sell out to a large company
That's a lot of people (Score:1)
For most games, that's a exaggeration. It was half that many people. The programmer had to draw the 8x8 pixel image of the rocket, and if didn't look all that great: fuck you, I never claimed to be a graphic artist. You can tell it's a rocket, so quit complaining.
O Rly? (Score:4, Insightful)
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We don't manufacture cars the way we used to. We don't build houses the way we used to. That and a million other things. Time marches on, methodologies and scale changes, sometimes for the better. Sometimes not.
Exactly. Almost nothing is done "they way it used to be done", and most of the time that's a good thing.
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Yes. The expression "They don't make em like they used to" is meant to convey an appreciation of the quality of the products, not their production process.
You know what else isn't made like it used to? News.
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for a moment there I thought you were going to Godwin this. :D
Re: O Rly? (Score:1)
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Survivor bias. Cheap houses were made back in the day, too, but they've long fallen (or burned) down.
Do people take shortcuts now? Yes, but today's standards, whether set by the industry or governments, are far superior to those of the past. We don't run cotton-insulated wires across ceilings to bare bulbs with exposed brass terminals and no ground wires. We use advanced foam materials and fibreglass for insulation, instead of newspaper (or nothing). We don't use exposed wooden beams. We use double an
Don't count me out yet. (Score:2)
Games ain't like they used to be... (Score:1)
In the late 70's to early 80's, video games played by pinball rules: get the high score to win. In the mid 80's to mid 90's the pinball mechanic was adapted and games had a story structure with a clear beginning and end. In the mid-late 90's games graduated in a big way to be able to tell a cohesive story in a way few games before had done. By the mid 00's the pinball mechanics were being phased out with more of an emphasis on story (but achievements took the place of a score) with some "choose your own adv
The next step is obvious (Score:2)
Gaming is growing so big and complex, the next version of Solitaire will require government funding, just like Hoover Dam.
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Gaming is growing so big and complex, the next version of Solitaire will require government funding, just like Hoover Dam.
Well, since Microsoft is requiring a subscription for Solitaire now [pcgamer.com], I'd say that they're well on their way.
Team Size? (Score:2, Interesting)
When I first read the title, I assume they would be complaining about how games have changed over time.
Pay to Win taking over, especially in the mobile market.
Games that only let you play so much at a time before you are cut off - unless you pay. Half the reason for cutting you off is that there isn't much depth to the game and you could finish in an hour.
Puzzle games that are too easy and over way too fast because people have a short attention span - and even those you can pay to skip levels.
Inability to f
Re: Team Size? (Score:3)
The other difference is that most modern games make that an optional mode which confers an achievement so you can go brag about it to everyone who will quietly pity you for it. This is becaus
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The problem with the old games that you had to beat all the way through without losing X number of lives is that they could only be so long. Maybe 3 or 4 hours of play time at most. Imagine a game like Super Mario Galaxy which might require 20 hours to beat even with unlimited lives. Imagine every time you lost too many lives you had to start all the way over from the beginning. How many people would beat that game? Almost nobody is going to replay 19 hours every time they die on the last hour of game pl
Behead those who write about video games without k (Score:2)
The game voted best of all time on GameFAQs last time was released last year by one guy.
Just stop.
Re: Behead those who write about video games witho (Score:2)
The title box usually stops you when you're out of room, why isn't this behavior consistent?
In other news.... (Score:1)
Xonotic (Score:2)
An Open Source FPS is still being built in people bedrooms by a small team. http://www.xonotic.org/ [xonotic.org] There's also a MOD that lets you mke massive changes to the game and physics to basically create crazy game play. https://github.com/MarioSMB/mo... [github.com]
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Its beyond UT. Try out the Minsta and Hook servers. Although not my cup of tea is quite cool game play. There's also Jetpacks and Overkill Mod with more futuristic player models.
Dwarf Fortress (Score:2)
Two words: Dwarf Fortress.
Nobody makes them like that, except Tarn Adams.
http://www.nytimes.com/2011/07... [nytimes.com]
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Two words: Dwarf Fortress.
Flappy Birds
I used to work on big teams at EA (Score:1)
The Imperial Realm::Miranda: [theimperialrealm.com]
Duh (Score:3)
I dont buy games like i used to (Score:1)
I used to pay attention to the big coding houses like EA & Rockstar.
Now, you couldnt pay me to play a game by EA or Rockstar. I'm tired of the same cookie-cutter crap year after year. I only buy indie titles, theyre the only ones doing something new.