![]() IMPORTANT: this is not a lazy devs argument! Everyone is working their ass off these days. How is it that we have better tools which should make us more productive, and better communications that should increase collaboration, and digital distribution which has, essentially, 0 marginal cost, and yet games take longer to make? Indie game developers were supposed to be small, nimble, and quicker than the hulking, slow moving AAA goliaths. Yet, despite all the limitations of the 1990s, the guys at id Software could make 13 games in 1 year. There was no widely accessible internet or cloud-based source-control or storage so you couldn’t work remotely. When John Romero was making games In the 1990s there was no digital distribution so you had to get a company like Softdisk to publish you and physically manufacture and distribute your games by mail! There was no Unity, Gamemaker, Godot, or Unreal so if you wanted to make a game you had to have a full-time person (in their case John Carmack) crafting your game engine from scratch (usually in C or machine code) every time. ![]() ![]() Other than he is my total hero, and he was born and he was raised in my hometown, I wanted to interview John Romero to try and solve the modern indie game development paradox.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |