Hacker News new | past | comments | ask | show | jobs | submit login

Right? The golden age of game dev—low-level programming, custom hardware tricks, and figuring out how to squeeze every last drop of performance out of the PlayStation. I’d love to see those internal docs and training materials. Probably a treasure trove of lost optimization techniques!



The golden age is always behind us.

I personally believe that we are in the golden age right now: literally anyone can pickup and make games. Game dev is actually something you can learn on your own and do.

Back in the 90s it was all locked up in licenses, expensive books or a handful of companies.

Now you can open up Unity and make a game in a weekend.


I think Unity is a bad example. WebASM and frameworks built to cooperate with it, such as wasm-4 and raylib are leading the charge in my opinion. As we move forward, not only do we need to stop building our castles in other peoples' kingdoms, but we need to build leaner, smaller, cleaner, and more hackable. Otherwise we'll keep getting stuck, as we have with Java, and Windows XP, and gmail, and...

Sure it's nice to just be able to "import antigravity" as one does with massive, convenient, prebaked infrastructure like Unity, but it's never worth the cost, when the cost always seems to be "everything you've got, and a little more next year".


I think it's a bad example if people strictly focus on their own personal principles, which most people don't really care about.

People who grew up making their first games in BASIC didn't really know or care of the implications of using it, which required DOS. It was the ease of picking it up and make something fun quickly.

Unity might not be perfect but allows anyone to put their first "black rectangle" in seconds, on many various platforms without a thought.

When I started, it was OpenGL/DX C++ madness full of magical incantation which would call graphic APIs just because someone said so and without much support for non-English speakers.


We had basic games in magazines we'd type directly into an Apple IIc or IBM PC, which has BASIC in their ROMs. No DOS required.


To me the 8-bit computer era is the golden age.

Most published commercial games were made by a single 14 to 20 year old in few months.


> Most published commercial games were made by a single 14 to 20 year old in few months.

This isn't really true. Yes, some games were made hastily like that, like E.T. for Atari.

Just one cherry-picked example, The Legend of Zelda for NES was made in about 2 years with 9 people in the credits.

Some popular modern indie games with similar team sizes and development schedules include:

Valheim, which went from full time development in 2018 to early access release in 2021 with a team of two.

Stardew Valley's initial development (not an early access game) took four years with a single developer.

Rimworld took one year for an alpha build, and about 5 more years to full release with 2-3 developers.

Minecraft/Infiniminer took about 2 years to reach a release version, with Notch handing off development to Jeb and Mojang only growing to a larger development team post-Microsoft acquisition.


I'd say that it is still the same today but the same tools can be used to make AAA games.

The sheer amount of games made by under 20s is definitely higher today than back then, and I'd argue the quality of it too.


The fidelity, definitely. I think quality is a harder sell. I do think we have more gaming history behind us now to draw from and I think we will be entering a new golden age soon but at the moment gaming feels like it's in a rut.




Join us for AI Startup School this June 16-17 in San Francisco!

Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: