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You know, something occured to me recently:
Back in ye olden days, competant Devs would shit out a game that would sell enough copies to pay their rent for 2 years and keep the lights on at their publishers for the same time, in the span of just 7-10 weeks on the regular. Take the A2600 ports of Donkey Kong, Defender, Space Invaders, etc.
Why do we have indie devs taking YEARS to get out games that sell just as many copies but have more of an impact on the niche zeitgiest, 40-50 years later? Is it just because the tech now is more demanding of a solo dev to work in complex assets to a prebuilt engine? Is that really more difficult than programming artwork, mechanics, etc all via assembly and restricted under extreme size constraints?
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Go back to /vr/ retard. You've already ruined an entire board to the point of being dead.
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The time it takes to get assets ready now is exponentially greater than it was on that limited hardware. It all changed with the PS1 and optical discs.
>>730926389
Shut up you jaded nigger
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>>730926274
if i have the art ready it'd take ~40 minutes to an hour to program that game for me using something like SDL for the standard necessary cruft, windowing / input. maybe 3h if i had to use winapi directly with OpenGL. if i had to use Vulkan it'd take the better part of a day, second game would be quicker. If i had to use DX12 it'd probably take me a week.
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>competant
kill yourself american mongrel
>>
I figured it's because indie devs' have day jobs and don't work on their games full-time



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