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You'd still need to name specific examples. All the way from the NES to the current gen, you can name examples of both big teams and small teams / individuals h
by BlargMcLarg 4y ago
You'd still need to name specific examples. All the way from the NES to the current gen, you can name examples of both big teams and small teams / individuals having some form of success.
The coding got easier per content unit and the skill floor is lower, yes. But the ceiling is still high, the demands are far higher and you'd need to be far more skilled in various disciplines to deliver the equivalent of a few decades ago. Those hours you gained no longer coding? You better have spent them figuring out how to do VFX, some decent pixel/line art, or make some stellar sound tracks. If not, maybe be able to do marketing or know how to make your game function in multiplayer online.
>And "frameworks" weren't even a thing.
Using virtually the same frame across a wide variety of processes is the very definition of a framework, even if it isn't a software framework in the modern sense. Many big games on the NES and SNES were built off of one another, you can tell by the similarities between developers and their work. Square being the most notorious.