• Agent641@lemmy.world
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    2 days ago

    Losing the hardware constraints made devs less innovative too. The Crash Bandicoot devs had to hack the PlayStation’s system memory allocation to squeeze a bit more out of the machine so their game could be better.

    • Nalivai@lemmy.world
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      2 days ago

      I don’t know if this is the best applicatioon of their genius tbh. If you’re not spending time fighting with tools, you spend it making stuff you want to make.

      • Holytimes@sh.itjust.works
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        13 hours ago

        Fighting your tool is how you figure how what you actually want to make to a large degree. Limitations is how you are pushed to actually decide what is actually worth it to you. Otherwise you just create endless slop with got bits mixed in cause your never challenged.

        Sure after a long enough time you can still get there but it takes so much longer if you have no challenge.

    • bridgeenjoyer@sh.itjust.works
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      2 days ago

      Thats why I love the ps1 and og consoles in general. For one. Yes, they had to work their asses off. For two, THE GAMES WERE (usually) FINISHED BY THE TIME YOU PLAYED IT.

      The model of make game-test game-release game-DONE was tried and true, and something rarely experienced today.

      There are amazing games today of course. But still, we have definitely shifted and I dont prefer it for the most part.

      • SparroHawc@lemmy.zip
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        1 day ago

        Part of that is due to the sheer complexity of games now compared to then. It’s hard to test everything.

        Of course, there’s also the problems of games getting released in noticeably buggy states, which seems a lot more common now than it used to be (there were definitely buggy games released for the PS1, but they were rare).