this post was submitted on 17 Mar 2025
302 points (99.3% liked)
memes
13298 readers
3384 users here now
Community rules
1. Be civil
No trolling, bigotry or other insulting / annoying behaviour
2. No politics
This is non-politics community. For political memes please go to !politicalmemes@lemmy.world
3. No recent reposts
Check for reposts when posting a meme, you can only repost after 1 month
4. No bots
No bots without the express approval of the mods or the admins
5. No Spam/Ads
No advertisements or spam. This is an instance rule and the only way to live.
A collection of some classic Lemmy memes for your enjoyment
Sister communities
- !tenforward@lemmy.world : Star Trek memes, chat and shitposts
- !lemmyshitpost@lemmy.world : Lemmy Shitposts, anything and everything goes.
- !linuxmemes@lemmy.world : Linux themed memes
- !comicstrips@lemmy.world : for those who love comic stories.
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Pretty sure the "spirit" back then was just a combination of the same indie spirit as now and the moneymen selling low because they weren't sure parents would be willing to buy that much, at the cost of the video game makers? Now, the money knows people like games and those owners exploit both the makers and the consumers.
But that doesn't mean real craftspeople should give away their work for some vague artistic pride. Not even looking at what that same $35 dollars will get you today vs in the 80s or 90s.
This isn't to castigate you, or anyone, waiting for price drops and sales. I do too. But saying all games are too expensive does not go.
I think part of it thats being missed is that the teams of people who came together to make these games, they were much much much much much smaller.
Realmz, the example I gave, it was three people. In total. Design, marketing, management, everything. Even "big" game development companies were tiny by today's standards.
This has two effects that I identify. The first is increasing costs. You have far more people doing less work. More overhead, more teams not directly connected to creating the thing. Because of this approach to developing games, they do cost more.
Also, games, because they are more expensive, need more financing, and thus need a broader general appeal. We got more design by committee, and less design by people building the game they personally wanted to play, which may not have broad appeal.
However, I think that becomes a flywheel of bad design/ bad implementation. The counter examples to this point are games like dwarf fortress, the original Dota, Stardew Valley, Animal Well. These are games with a practically singular creative vision for what the game should be, and they gain huge traction and followings. And the common thread, is that the people who made these games, they built the games they themselves wanted to play.