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by wild_preference
2821 days ago
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It just sounds like you underestimate the difficulty of building games and, especially, overestimate the certainly that they will be successful. 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. |
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Nobody will ever know if the original code for Crash Bandicoot was written well or not, because in all likelyhood nobody has it anymore. And I don't think you can chock that up to, "well, developing games is hard." We can debate whether or not it's possible to release a game with readable source code, but if that was the only problem the games industry had with archival, I wouldn't honestly have much to complain about.
The sort of second problem I have with this is the idea that flops aren't worth archiving. I want flopped games to be archivable. If you're a studio and you're saying, "we don't have time to worry about this", fine, that's your choice. What I'm advocating is that preserving history is important, not just for Mario, but also for games like ET. I want people in the future to be able to play your failed games.
Of course caring about archival makes developing games harder, just like caring about accessibility does, and just like caring about framerate does, and just like caring about localization does. These are all different concerns that we try to balance, and widely the games industry has decided that archival is not a concern that it cares about balancing.