Older games often achieve a lasting appeal that many modern titles lack, due to a combination of factors. Simpler designs and smaller scopes meant more focus on core gameplay loops, which fosters replayability and allows communities to master and explore the mechanics in depth, even creating their own content through modding. Modern games, burdened by larger budgets, often prioritize graphics and complex systems that can detract from engaging core gameplay and become outdated quickly. Additionally, live service models with ongoing updates and microtransactions can fracture communities and make it difficult to revisit older versions, effectively killing the game as it existed at launch. These older, simpler games remain accessible and enjoyable precisely because they are complete and unchanging experiences.
The author envisions a future (2025 and beyond) where creating video games without a traditional game engine becomes increasingly viable. This is driven by advancements in web technologies like WebGPU, which offer native performance, and readily available libraries handling complex tasks like physics and rendering. Combined with the growing accessibility of AI tools for asset creation and potentially even gameplay logic, the barrier to entry for game development lowers significantly. This empowers smaller teams and individual developers to bring their unique game ideas to life, focusing on creativity rather than wrestling with complex engine setup and low-level programming. This shift mirrors the transition seen in web development, moving from manual HTML/CSS/JS to higher-level frameworks and tools.
Hacker News users discussed the practicality and appeal of the author's approach to game development. Several commenters questioned the long-term viability of building and maintaining custom engines, citing the significant time investment and potential for reinventing the wheel. Others expressed interest in the minimalist philosophy, particularly for smaller, experimental projects where creative control is paramount. Some pointed out the existing tools like raylib and Love2D that offer a middle ground between full-blown engines and building from scratch. The discussion also touched upon the importance of understanding underlying principles, regardless of the chosen tools. Finally, some users debated the definition of a "game engine" and whether the author's approach qualifies as engine-less.
The New Yorker profiles game designer Jason Rohrer, exploring his intensely personal approach to game creation. Rohrer's games, often minimalist and emotionally resonant, act as a form of self-exploration, delving into his anxieties about death, legacy, and human connection. The article highlights his unique design philosophy, which prioritizes profound experiences over traditional gameplay mechanics, exemplified by projects like "One Hour One Life" and "Sandspiel." It portrays Rohrer as a restless innovator constantly seeking new ways to express complex emotions through interactive media, pushing the boundaries of what games can be.
HN commenters generally found the article interesting and appreciated the designer's vulnerability in exploring his mental health through game development. Some discussed the potential of games for self-discovery and therapeutic applications, while others drew parallels to other introspective games and creators. A few questioned the efficacy of this approach, expressing skepticism about the ultimate value of turning personal struggles into a game. The most compelling comments focused on the blurring lines between game design, art, and therapy, debating the extent to which such deeply personal games can resonate with a wider audience and whether the process itself is inherently therapeutic for the creator. Several commenters also appreciated the article's nuanced portrayal of mental health struggles, moving beyond simple narratives of recovery.
Playscl is a platform for creating and playing simple, editable games. Users can modify existing games or build their own from scratch using a visual, block-based scripting language. The focus is on accessibility and ease of use, encouraging experimentation and sharing within the community. The platform aims to empower users to not just play games, but to understand and modify the mechanics behind them, fostering creativity and learning through playful exploration.
HN commenters were generally positive about the "editable games" concept presented. Several praised the simplicity and educational potential, suggesting it could be a great tool for teaching programming concepts or creating quick prototypes. Some expressed interest in seeing more complex examples and features like multiplayer functionality. A few commenters drew parallels to existing platforms like Bitsy and Pico-8, highlighting the niche this project fills for accessible game creation. Some questioned the long-term viability and whether the "edit while playing" aspect was truly novel, but the overall reception leaned towards appreciation for its ease of use and potential as a learning tool or creative outlet. A couple of users pointed out missing features such as undo/redo and improved UI elements.
Flash games were a pivotal force in the evolution of the video game industry. Accessible through web browsers with minimal hardware requirements, Flash enabled a surge in indie game development, fostering experimentation and innovation in genres, gameplay mechanics, and monetization strategies. Many prominent developers and studios honed their skills creating Flash games, leading to the rise of indie studios and influencing later mainstream titles. The platform democratized game creation, enabling anyone with a computer and creativity to share their work with a global audience, shaping the landscape of modern gaming by paving the way for web-based gaming, mobile gaming, and the independent game development scene we know today.
HN users largely praised the article for its thoroughness and nostalgic value, recalling their own experiences with Flash games and the impact they had on their childhoods or careers. Several commenters highlighted specific games and developers that resonated with them, showcasing the breadth and influence of the Flash gaming era. Some discussed Flash's accessibility as a development platform, enabling a generation of amateur game creators. Others lamented the loss of these games due to Flash's demise and the challenges of preservation, with a few mentioning BlueMaxima's Flashpoint project as a valuable preservation effort. The technical limitations of Flash, which fostered creativity, were also a topic of conversation.
Aras Pranckevičius details a technique for creating surface-stable fractal dithering on the Playdate handheld console. The core idea is to generate dithering patterns not in screen space, but in a "surface" space that's independent of the rendered object's movement or animation. This surface space is then sampled in screen space, allowing the dither pattern to remain consistent relative to the object's surface, avoiding distracting "swimming" artifacts that occur with traditional screen-space dithering. The implementation uses a precomputed 3D noise texture as the basis for the fractal pattern and leverages the Playdate's CPU for the calculations, achieving a visually pleasing and performant dithering solution for the device's limited display.
HN commenters generally praised the visual appeal and technical cleverness of the dithering technique. Several appreciated the detailed explanation and clear diagrams in the blog post, making it easy to understand the algorithm. Some discussed potential applications beyond the Playdate, including shaders and other limited-palette situations. One commenter pointed out a potential similarity to Bayer ordered dithering at higher resolutions, suggesting it might be a rediscovery of a known technique. Another questioned the "surface stability" claim, arguing that the pattern still shifts with movement. A few users shared links to related resources on dithering and fractal patterns.
No Man's Sky's "Singularity" update dramatically expands the universe with billions of new stars, planets, and moons within newly generated galaxies. It introduces a new narrative focused on robotic consciousness and the mysteries of the Atlas, along with new robotic companions, enhanced visuals featuring improved lighting and shadows, revamped trading posts and settlements, and a streamlined inventory system. Players can now construct their own robotic bases and explore abandoned derelict freighters. The update also adds new starship technologies and expanded lore related to the game's overarching narrative.
Hacker News commenters generally expressed cautious optimism and some cynicism towards No Man's Sky's "Fractal" update. Several users highlighted the game's history of overpromising and underdelivering at launch, questioning whether this update would genuinely offer substantial new content or simply be another visually impressive but shallow addition. Some praised the developers' perseverance and ongoing support for the game, acknowledging its significant improvements since release. Others debated the technical feasibility and meaningfulness of generating "billions" of planets, with some suggesting it's primarily a marketing tactic. A few users expressed excitement about the prospect of exploring new, more varied planetary environments and the potential for enhanced gameplay. There was also discussion about procedural generation techniques and the limitations inherent in creating truly unique experiences within such a vast, procedurally generated universe.
The popular mobile game Luck Be a Landlord faces potential removal from the Google Play Store due to its use of simulated gambling mechanics. Developer Trampoline Tales received a notice from Google citing a violation of their gambling policies, specifically the simulation of "casino-style games with real-world monetary value, even if there is no real-world monetary value awarded." While the game does not offer real-world prizes, its core gameplay revolves around slot machine-like mechanics and simulated betting. Trampoline Tales is appealing the decision, arguing the game is skill-based and comparable to other allowed strategy titles. The developer expressed concern over the subjective nature of the review process and the potential precedent this ban could set for other games with similar mechanics. They are currently working to comply with Google's request to remove the flagged content, though the specific changes required remain unclear.
Hacker News users discuss the potential ban of the mobile game "Luck Be a Landlord" from Google Play due to its gambling-like mechanics. Several commenters expressed sympathy for the developer, highlighting the difficulty of navigating Google's seemingly arbitrary and opaque enforcement policies. Others debated whether the game constitutes actual gambling, with some arguing that its reliance on random number generation (RNG) mirrors many other accepted games. The core issue appears to be the ability to purchase in-game currency, which, combined with the RNG elements, blurs the line between skill-based gaming and gambling in the eyes of some commenters and potentially Google. A few users suggested potential workarounds for the developer, like removing in-app purchases or implementing alternative monetization strategies. The overall sentiment leans toward frustration with Google's inconsistent application of its rules and the precarious position this puts independent developers in.
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https://news.ycombinator.com/item?id=44083917
HN users generally agreed with the premise that older games are more replayable, citing factors like simpler design focusing on core gameplay loops, and a lack of aggressive monetization schemes. Some argued that "new" in the title really meant AAA games with bloated budgets and feature creep, contrasting them with indie games which often capture the spirit of older titles. Several commenters highlighted the importance of moddability and community-driven content in extending the lifespan of older games. Others pointed out the nostalgia factor and the rose-tinted glasses through which older games are viewed, acknowledging that many releases from the past were simply forgotten. A few dissenting voices argued that newer games also have staying power, especially in genres like strategy and grand strategy, suggesting the author's generalization was too broad.
The Hacker News post titled "Why old games never die, but new ones do" (linking to a blog post on pleromanonx86.wordpress.com) generated a moderate amount of discussion. Several commenters offered perspectives that expanded on or challenged the original blog post's premise.
A compelling line of discussion revolved around the concept of "discoverability." Some users argued that older games benefit from nostalgia and established communities, making them easier to find and connect with, even years later. Conversely, the sheer volume of new releases makes it difficult for modern games to stand out, even if they possess similar or superior qualities. This echoes the blog post's point about the overwhelming nature of choice in today's gaming landscape.
Several comments highlighted the impact of ongoing development and community modding. Users noted that many older games enjoy continued life through fan patches, mods, and private servers, which fix bugs, add content, and even allow players to experience the game in new ways. This ongoing community involvement contributes to their longevity, a feature less common with newer titles, especially online games that rely on official server support.
The discussion also touched on the differences in design philosophy between older and newer games. Some users felt that older games prioritized gameplay mechanics and replayability, while newer games often focus more on graphics, narrative, or a shorter, more curated experience. This difference in focus, they argued, can impact a game's long-term appeal.
Another perspective suggested that the blog post's premise wasn't entirely accurate. Some commenters pointed out that many modern games maintain active player bases for years, particularly in genres like MMOs and competitive online games. They argued that the perception of newer games "dying" might be skewed by the rapid pace of the industry and the constant influx of new releases.
The idea of accessibility and cost was also mentioned. Older games are often cheaper and easier to run on a wider range of hardware, broadening their potential audience. Furthermore, the lack of always-online requirements and aggressive DRM in older games can make them more appealing to players who prefer offline or single-player experiences.
While there was some disagreement on the nuances of the blog post's argument, the comments generally agreed that factors like community engagement, ongoing development, design choices, and discoverability all play a role in a game's lifespan. The conversation provided valuable insights into the complex dynamics that determine why some games endure while others fade into obscurity.