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Yes and no. I don't really have a justification for saying this because I was never working in that environment, but I don't think the industry spent enough time thinking about how their games would be played in the future and I suspect that a lot of the "well, the platforms required us to do this" is an excuse. Yes, there are platform-specific quirks and bugs and stuff to work around, but say you're taking advantage of a console specific hack -- well, is that hack encapsulated? Is that hack mentioned anywhere in your internal documentation? Do you have internal documentation? I think you're mostly right that the thought was, "why would we care about building a game that runs on PS2, we'll just make a new game for that console." You can do a lot with even really bad source code if the other stuff is good -- if you still have uncompressed assets, or your build process isn't completely reliant on some weird third-party proprietary dev kit. Bear in mind that with this project, they didn't even have access to the source code, and they had to manually decode 3D mesh data. So platform-specific logic was the least of their problems. I suspect that part of that is that the games industry is just really young. And maybe some people were yelling about archival back then, but there weren't any real tangible consequences. Now that remasters are a big thing, you've got situations like this, where companies want to leverage old IPs and are suddenly realizing that doing that is twice as complicated as it should be. |
It’s easy to preach how software should be written in the hindsight of a successful project that you had zero stake in. I doubt the developers of games that flop (so, most of them) wish they’d spent more time and money ensuring their unwanted flop of a game was easier to archive.