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I think he’s making an argument that you can make games with much less code than we do now, not a serious argument that we should only make games that fit on a
by empath75 8y ago
I think he’s making an argument that you can make games with much less code than we do now, not a serious argument that we should only make games that fit on a business card.
- Zhyl 8y agoYes. The same would apply to other areas as well. For example, a colleague of mine set up this weird elaborate web based data processing thing so that we could automate processing of files. I did the same thing he was trying to achieve with a couple of perl one-liners. Maybe comparing business card games to AAA is a bad comparison, but comparing 'Return of the Obra Dinn' with 'LA Noire' might be more apt.
- pmiller2 8y agoTotally agree. The current version of Nethack is ~204k lines of code. Modern AAA games have millions of lines. I don't think there's an order of magnitude more depth to most AAA games than there is in Nethack.
- munk-a 8y agoNethack is 204k lines? That is amazingly bloated for what it is. With dwarf fortress coming in at 381,764 I feel like it delivers a much higher amount of value/line.
- blihp 8y agoProbably not terribly bloated, just old. The language (C), features (probably K&R C), libraries (pitiful compared to today), and portability concerns (nethack was ported to many platforms, DF comparatively few) it originally had to contend with made for a very different world back then. While I'm sure it's been updated/cleaned up over the decades, it probably still carries a lot of that design/baggage from the time it was written in.
- tomc1985 8y agoPerhaps... but why must arguments always seem to be made on extreme examples?
- empath75 8y agoHow else would you know where the limits are?
- KilledByAPixel 8y agoThank you for understanding!