[HN Gopher] The Future of Games is an Instant Flash to the past
       ___________________________________________________________________
        
       The Future of Games is an Instant Flash to the past
        
       Author : meheleventyone
       Score  : 186 points
       Date   : 2021-06-25 11:21 UTC (11 hours ago)
        
 (HTM) web link (www.fortressofdoors.com)
 (TXT) w3m dump (www.fortressofdoors.com)
        
       | wiradikusuma wrote:
       | "instant games"... here I am 10 minutes down, the game is still
       | loading at 11%
        
       | megameter wrote:
       | There are oodles of games that started as free games and then
       | made a commercial release later on. It's not really unique to web
       | or "instant".
       | 
       | Further, there's a huuuge dropoff in interest once you do go to a
       | paid release. Often these games are accessed from locked-down
       | school or office environments as part of a "game jukebox" in the
       | same way that YouTube often doubles as a "music jukebox" -
       | there's minimal investment in what you're playing, so, like fast
       | food, it's more important that it leaves a good impression in
       | five minutes than to actually have substance. FNF's basic appeal
       | is akin to a fashion brand with a cool logo - these characters
       | could have used any number of delivery vehicles but the game, and
       | the game when put on Newgrounds specifically, happened to be the
       | right one with the right audience. And because it's positioned
       | for ease of access you get the high virality. When you flip
       | things so that the audience pays upfront, they have to have some
       | conviction in this one, out of a countless number of games, being
       | the one they should champion. It's just a radically different
       | proposition and only some games can cross over between the two
       | markets.
       | 
       | FNF does benefit from having a lot more hardware and bandwidth
       | available these days. Music is classically the Achilles' Heel of
       | web gaming because it's either space-inefficient or you need to
       | invest in a sequencer format of some sort(which was only feasible
       | in Flash by fighting the available technology every step of the
       | way). But FNF delivers full-length audio streams without too much
       | difficulty, so we've clearly made some giant strides there.
        
       | bstar77 wrote:
       | I agree that instant games are and will continue to be desirable
       | for a sizable audience. Correlating that to Adobe Flash
       | completely lost me.
       | 
       | My NES games are instant and that preceded Flash by decades. In
       | fact, I think the 8-bit era inspires game devs today far more
       | than the early-mid 2000's browser games.
        
       | lleb97a wrote:
       | As a solo developer considering releasing - at least a demo - as
       | a web-based game, this article is at least a little reassuring.
       | Even though I'm still not convinced that it would be easy to
       | monetize. Although I'm somewhat convinced that allowing people to
       | play your game - instantly and for free - is highly-desirable.
        
         | meheleventyone wrote:
         | I think it's demonstrably the case that if you get the link in
         | front of peoples eyeballs they will be much more likely to
         | click it and actually play the demo then if they have to do
         | anything else at all.
         | 
         | The hard part is getting the eyeballs on the link in the first
         | place. But that's the same problem you have on Steam and other
         | app stores.
        
       | thrower123 wrote:
       | Maybe, but the barrier of entry for HTML5 games is absurd
       | compared to what you could do with Flash, RIP.
       | 
       | Why does everything have to be so damned complicated these days?
       | It's not necessary complication, it's complication for the sake
       | of complication.
        
         | IIAOPSW wrote:
         | How else do you socially signify that you're a real
         | professional who uses complex tools and should be paid good
         | money because not just anyone can do what you do?
        
         | xtracto wrote:
         | I completely agree. I used to make games back in the GWBASIC
         | and DJGPP/Allegro age. I tried to retake that passion a couple
         | of months ago and boy the complexity of Unity or all other
         | gaming frameworks today amazed me.
        
         | cupofcoffee wrote:
         | What barrier of entry for HTML5 games? Not like you need to
         | install 40 frameworks to make web games.
        
         | larsiusprime wrote:
         | Definitely agree. Some of the game engines are taking the pain
         | out of this but Flash had something really special going with
         | its stupidly easy to use animation-first workflow.
        
         | xfer wrote:
         | I think virtual consoles are the answer here like pico8. But i
         | am not a fan of pico8 limitations and also the design tools
         | don't work on browser. I am keeping an eye on
         | quadplay(https://github.com/morgan3d/quadplay) which seems
         | interesting but also lacking design tools.
        
       | MrLeap wrote:
       | What's old is new again, I remember when flash flash revolution
       | was the thing everyone did in all the computer labs in
       | highschool.
       | 
       | If everything that was popular to teens during the flash era has
       | a shot, I prognosticate we'll see haxe ways to box celebrities..
       | uhh elaborately choreographed stick figure violence, and a whole
       | lot of things that are based off old warcraft 3 custom maps. Also
       | winter bells. Definitely winter bells.
        
       | Ronson wrote:
       | By far, the worst thing I ever done was Game Development. I
       | poured years of starting my career into it. I worked at Sony in
       | the UK then Bizarre Creations and had a wee go at Rockstar North.
       | Bizarre Creations was amazing, and everything else was terrible.
       | 
       | Not too long after, the financial crisis hit and I found myself
       | working on the Flash Runtime just to earn a crust (my partner and
       | I had just got a house and her father was diagnosed with cancer
       | so I was kind of stuck in the wrong location).
       | 
       | Then Stevo came along and that ended any hope of continuing with
       | Flash Runtime. I eked out some work with Scaleform.
       | 
       | Then Typescript came out, then Angular, and now I work 1% of the
       | effort for 10000%+ uptake on my salary and never looked back.
       | 
       | Game development is genuinely a mugs game and I'd urge everyone
       | not to do it.
        
       | gre wrote:
       | I went on a cabin retreat and my friend's 14 year old son was
       | playing this a couple weeks ago. It really is that popular.
        
         | flemhans wrote:
         | And it seems super similar to the old "Super Crazy Guitar
         | Maniac Deluxe" series of games.
        
         | wolfram74 wrote:
         | I wonder if certain genre's are seasonal and other's ever
         | green? Like, there hasn't been a new RTS that penetrated my
         | radar like starcraft in awhile. Maybe there'll be a bump in
         | sales for Crypt Of the Necrodancer.[0]
         | 
         | [0]https://braceyourselfgames.com/crypt-of-the-necrodancer/
        
           | handrous wrote:
           | I think "classic" RTS is an interesting case that's not
           | likely to return in anything like the form some of us used to
           | like.
           | 
           | There are at least two audiences for traditional RTS: the
           | ones who want an experience resembling speed chess and are
           | focused on multiplayer, and the ones who don't care about
           | anything more than _maybe_ a little casual multiplayer, and
           | mostly want the campaign.
           | 
           | Looking back, all the RTS games I played growing up, as the
           | latter kind of gamer, were _sort of_ bad at delivering what I
           | wanted, even the greats. Teasing out the elements into their
           | own things makes them so much better. Base-building is a
           | better single-player experience when it 's more like city-
           | builders with objectives. Moving your little dudes around a
           | map in service of a story is better when there's minimal or
           | no base-building, and certainly when most maps don't revolve
           | around both sides building bases while trying to destroy the
           | other's. Grand strategy scratches another part of the RTS
           | itch. Certain RPGs, another. They all shine better, doing
           | what they do, than RTS did, however nostalgic I am for the
           | _abstract ideal_ of it, which, in hindsight, was never even
           | really _approached_ by the actual games.
           | 
           | Meanwhile, the RTS genre seems to have refined more and more
           | into the multiplayer speed-chess-alike space, sometimes
           | dropping some traditional elements of the genre in order to
           | hyper-focus on delivering that experience, all of which makes
           | it even less interesting to me (but I gather has made it much
           | better for people who _want_ that). It 's not the 90s now, so
           | you can ship a game that's almost entirely focused on online
           | multiplayer, with little or nothing to offer for single-
           | player, and it can still sell, so there's no need to try to
           | tack a satisfying single-player campaign on to these.
        
           | syzygyhack wrote:
           | Eyes on Frost Giant to deliver us the spiritual SC3
        
           | ehnto wrote:
           | Some games build a community that has quite a bit of inertia
           | to switching. Starcraft has an enormous community and
           | competitive apparatus surrounding it, even if a game was
           | better mechanically, it's unlikely to dethrone StarCraft
           | without a fairly unique situation happening. The more likely
           | scenario is StarCraft gets messed up in some way that splits
           | the community into a new game. In my opinion anyhow.
        
       | toptal wrote:
       | This is just a rehash of https://future.a16z.com/instant-games/
       | which itself is a rehash of what the co-founder of Playco stated.
        
       | marstall wrote:
       | Doesn't hurt that FNF is a game with considerable polish, swagger
       | and fun, even compared to platform rhythm games!
        
       | socialist_coder wrote:
       | Facebook Instant is actually a pretty incredible platform, IMO.
       | Tons of games on there, available to play with 1 click and no
       | install. They all load pretty fast and the performance is great.
       | 
       | Almost none are built with Unity. It's very very rare to find one
       | that isn't built with a web-native game engine.
       | 
       | Check it out if you've never seen it, you will be impressed.
       | https://www.facebook.com/instantgames/
       | 
       | The crappy thing is that iOS doesn't let you do IAPs on FB
       | Instant. So you can only have IAPs on Android & Desktop. Ad
       | monetization works everywhere though.
        
       | hoytech wrote:
       | > Before smartphones, Flash came pre-installed on approximately
       | every single consumer computing device except for home consoles.
       | No matter what kind of computer, operating system, or browser
       | your cousin was running, you could just send her a link to a
       | funny cartoon or game and it would Just Work(tm)
       | 
       | That was not my experience with Flash on Linux or BSD. It was a
       | huge pain getting it to work and keeping it updated.
       | 
       | Anyone remember having to load a Flash app just to see a
       | restaurant menu? I'm very happy you don't need Flash anymore to
       | browse the web.
        
       | cupofcoffee wrote:
       | Seems a bit of a far-fetched conclusion from a black swan.
       | 
       | Browser games allow you to fast prototype but people don't care
       | at all whether the game is Flash or instant, written in C++ or
       | you need to install some software to play it. The only thing they
       | care about is the game good.
       | 
       | Flappy bird had insane success as well, why not claim the future
       | of games is mobile?
        
       | lilgreenland wrote:
       | I'm secretly hoping for this type of success for my game.
       | Realistically, I'm just glad I have a creative outlet.
       | 
       | https://landgreen.github.io/sidescroller/index.html
       | 
       | It's also free, open source, no ads, no micro-transactions, web
       | based, no freemium, no data harvesting, no gacha, no crypto
       | harvesting.
        
         | gen_greyface wrote:
         | this is really good.
        
       | ogurechny wrote:
       | Side note about "instant multiplayer Minecraft": Minetest is as
       | instant as possible for a native application: you download the
       | client (about 25 MB), then connect to any server, no matter which
       | games and mods run there, and have all the needed assets streamed
       | from it, too. Non-existing nickname is all the identification
       | player needs, IRC-style. It is even inter-operable across major
       | versions and forks, at least to some extent. Of course, it has
       | been this way because it has a typical relatively small and tight
       | open source community, but, from a cursory look, it is possible
       | for a public server to have a protected spawn/sightseeing area
       | with rules and information, then (auto)grant new players who want
       | to participate various gameplay privileges based on their
       | progress.
       | 
       | It doesn't seem that web client built in the same manner is
       | impossible. What's impossible is, most likely, telling a browser
       | to give you a gigabyte or two of memory to keep the local world
       | area, then step aside and forget about it.
        
       | hackererror404 wrote:
       | Sadly there's nothing "instant" about this... Takes a long time
       | to load and it's pretty clunky once it does.
        
       | sktrdie wrote:
       | Gamedev has got to be the most rewarding type of software coding
       | there is. It's a type of coding that is much closer to actual
       | artistic creation rather than engineering. The sheer amount of
       | creative & engaging stories, puzzles, real-time strategies and on
       | top of this entirely multiplayerable online allows for an
       | infinite amount of types of entertaining creations... all made
       | possible thanks to code.
       | 
       | Sure there's untapped potential in all kinds of types of
       | software; hell people are reinventing 2d design (think Figma etc)
       | & issue management (newly released GitHub issues). But surely
       | building "yet another react form" feels like coding an already
       | solved problem.
       | 
       | What I mean is that gamedev has possibly the most untapped
       | potential for coders wanting to make something truly amazing,
       | with a sheer infinite amount of possible creations.
       | 
       | You're not approaching the creation with the usual "what problem
       | am I trying to solve" but rather "what's the most fun thing I can
       | build?".
        
         | jokethrowaway wrote:
         | I agree wholeheartedly; it's also much harder and not very
         | economically rewarding on average
        
         | ChrisRR wrote:
         | Unfortunately it's not. If you're working on a small 1 or 2
         | person game where your work blurs the lines of art and
         | engineering, you're highly unlikely to be successful. For every
         | Undertale there are literally hundreds of other indie games
         | that barely earned a penny
         | 
         | It only takes a small studio of like 10 people before you're
         | practically never touching anything creative and are working on
         | software tools and under the hood functionality just like any
         | other dev job
        
           | hypertele-Xii wrote:
           | You're thinking of money. The parent poster was talking about
           | art. If you can _afford it,_ gamedev allows you to blow not
           | only your own mind, but also the minds of everyone else -
           | especially new generations who have learned the medium from
           | birth.
        
             | ChrisRR wrote:
             | Any amount of hobby projects allow to blend software with
             | whatever your interests are.
             | 
             | Everyone probably has other hobbies that they could easily
             | write software for
        
             | roenxi wrote:
             | I dunno, much like how most people aren't artists, I think
             | most people probably wouldn't get a lot out of game
             | programming because they just don't have that combination
             | of creative spark and narcissism to think they can create a
             | great game.
             | 
             | Most of the actual fun in programming is that feeling of
             | ongoing small puzzle solving.
        
               | renewiltord wrote:
               | I had quite a bit of fun many years ago making an
               | Arkanoid clone that included gravity and a tilting paddle
               | that would react to the impact of the ball. Only two
               | people ever played it: my brother and me.
               | 
               | And I've lost the source code, but I recall it being very
               | easy to make in Love 2D.
               | 
               | It was fun, at least. And I'm a huge fan of this kind of
               | mass low-grade creativity.
        
               | wizzwizz4 wrote:
               | If you still have a binary, LOVE 2D games are reasonably
               | simple to decompile.
        
               | renewiltord wrote:
               | Fascinating fact. Thank you. I have nothing. But it
               | should be easy enough to replicate.
        
               | simplify wrote:
               | > Most of the actual fun in programming is that feeling
               | of ongoing small puzzle solving.
               | 
               | Not for everyone https://josephg.com/blog/3-tribes/
        
               | derefr wrote:
               | This seems to also be defining game creation in terms of
               | money: a "great game", as if something has to be widely
               | appreciated to be great.
               | 
               | Artists make art because they feel a need to express
               | themselves. There are often less-stressful, more
               | commercial uses for their same talents, but they do art
               | instead, because there's something nagging on their minds
               | to be expressed out into the world. (Often an artist-in-
               | general will learn a new artistic medium just to express
               | a feeling they don't feel can be expressed with their
               | current toolset!)
               | 
               | And nobody ever said the artistic process itself is
               | _fun_. It 's toil for the reward--the satisfaction--of
               | _having communicated your thought_ in a way that seems
               | capable of truly touching other people. Just like the
               | "petty art" of the prose writing we're doing to each-
               | other here -- but with much more labor and intent put
               | into each stroke, such that there is more value to be
               | wrung out of each moment of experiencing the result.
        
               | roenxi wrote:
               | > It's toil for the reward--the satisfaction--of having
               | communicated your thought in a way that seems capable of
               | truly touching other people.
               | 
               | The programming community is almost exactly the group of
               | people who believe they can truly touch others by
               | developing practical software. And programmers are
               | usually really bad at truly touching others with artistic
               | games.
               | 
               | Most people are quite bad at expressing themselves, let
               | alone most programmers. I think contributing to open
               | source is probably a greater source of satisfaction for
               | most than programming games. I've had a hopeless stab at
               | both, and making a small meaningful contribution was much
               | more satisfying than expressing myself badly through a
               | game.
        
               | hypertele-Xii wrote:
               | What about contributing to an open source game? I have
               | code in Dungeon Crawl Stone Soup.
        
               | derefr wrote:
               | > And programmers are usually really bad at truly
               | touching others with artistic games.
               | 
               | I think you missed the key words "seems capable of" in my
               | statement.
               | 
               | Satisfaction in creating art doesn't come from _actually_
               | touching other people 's emotions, i.e. witnessing them
               | being touched. (People who need that feeling, should best
               | avoid becoming artists, and instead become _entertainers_
               | or _performers_ , where your craft is done "in
               | communication with" a direct audience.)
               | 
               | Satisfaction in art comes from when you've polished your
               | work to the point where _your mental model of other
               | people_ is touched. It 's actually completely
               | solipsistic; it doesn't depend on whether any real person
               | ever sees the art at all. Just whether you _think_ your
               | target audience (which can even be a fictional character,
               | or a dead person, etc.) would like it if they ever _did_
               | see it. (Art can also be entirely for yourself -- though
               | works of art of the complexity of games usually aren 't.)
               | 
               | As such, you can be truly bad at expressing yourself, and
               | still receive satisfaction from creating art -- as long
               | as you're also bad at predicting how other people will
               | react to your art+.
               | 
               | Luckily for fledgling artists, skill in the craft of art,
               | and skill in judging art quality, are usually developed
               | together. So, when starting out, you can be satisfied by
               | bad art, because you don't yet know it's bad. (Though
               | this _does_ mean that people who start out as art
               | _critics_ , have a very hard time of becoming artists,
               | because they know from the start when they have no inborn
               | _talent_ for art, and that discourages them from doing
               | the practice required to develop the _skill_ for art.)
               | 
               | -----
               | 
               | + It could also be that you're bad at the craft of art,
               | _and_ have a well-calibrated mental model of people, but
               | you 're just driven to create art for people with
               | weird/outre/"bad" taste, who are especially moved by
               | exactly your brand of unskilled art. But that's beside
               | the point I'm making here.
        
               | hypertele-Xii wrote:
               | > People who need that feeling, should best avoid
               | becoming artists, and instead become entertainers or
               | performers, where your craft is done "in communication
               | with" a direct audience.
               | 
               | Modern games technology allows this. I know many an
               | independent developer in tight community with players.
               | There's this dude who's making this game who emails me
               | closed beta builds and I think he's an artist. He often
               | watches streamers in his community playing his own game
               | and having a laugh with them. It's very personal. He puts
               | his biggest fans into the game as NPCs, it's adorable.
        
               | oreally wrote:
               | > I think contributing to open source is probably a
               | greater source of satisfaction for most than programming
               | games.
               | 
               | I've never had better satisfaction in games compared to
               | open-source. The focus on iteration making the games
               | trumps any jockeying about over features/correctness/'is
               | this needed' in open source contributions.
        
               | hypertele-Xii wrote:
               | I'm going to save that in my quotes collection.
               | Beautifully said.
        
           | jayd16 wrote:
           | >It only takes a small studio of like 10 people before you're
           | practically never touching anything creative
           | 
           | I've worked at AAA studios on AAA games with 500+ devs and
           | you still get to play with art and fun ideas. How do you
           | think they trick kids into spending 12 hour days at the
           | office?
           | 
           | There are some that retreat into bank software levels of
           | detachment but it seems to be the exception, not the norm.
        
         | meheleventyone wrote:
         | > But surely building "yet another react form" feels like
         | coding an already solved problem.
         | 
         | > What I mean is that gamedev has possibly the most untapped
         | potential for coders wanting to make something truly amazing,
         | with a sheer infinite amount of possible creations.
         | 
         | Whilst I agree there is a lot of common and drudgey work in
         | gamedev as well even in extremely creative projects.
        
         | larsiusprime wrote:
         | Author here!
         | 
         | I have mixed feelings about this. When you do something
         | creative for a job it takes on an entirely different character
         | than doing it for yourself. Another thing is that gamedev is
         | still software coding (among other things), and only a fraction
         | of what you're doing amounts to the "fun bits" related to
         | making interesting game design decisions. The majority of it is
         | endless slog in trying to get collision detection to stop
         | snagging on corners or figuring out why your fire status effect
         | is cancelling as soon as it's applied (turns out it's because
         | fire is cancelling ice without checking for the presence of ice
         | in the first place, and ice turns enemies wet when it expires,
         | and wet status cancels with fire status, so setting things on
         | fire made them wet, which means they're no longer on fire). And
         | 50 million more thing like this.
         | 
         | I enjoy it, but then there's also the fact that the industry
         | itself has a lot of pathologies that "boring" software
         | development doesn't, lower pay and worse working conditions as
         | an employee, and extremely turbulent ever-changing conditions
         | as an independent developer or freelancer.
         | 
         | Whenever some kid tells me they want to go into games for their
         | career, I like to trot out the probably-apocryphal story of the
         | Jewish rabbi who refuses to let a proselyte convert until he's
         | come to the rabbi three times and been flat refused twice. I
         | use the same method -- "no kid, you don't want to go into the
         | game industry for all these reasons." If they keep coming back
         | despite all that, they at least know what they're getting into.
        
           | jimmySixDOF wrote:
           | Ok but consider the recent interview this week with Unity CEO
           | John Riccitiello who said:                  "real-time 3D
           | content"--a category that includes games and material with
           | game-like interactivity--will account for almost half of all
           | visual digital content by the end of the decade, compared
           | with what he estimates at only about 3% today. [1]
           | 
           | That's in addition to his estimate that more than 15% of
           | Unity development today is outside the gamer space.
           | 
           | Over time I agree with him and think the better part of 3D
           | UI/UX game design elements will make their way in to
           | traditional enterprise software and web stacks. They will be
           | both more functional and beautiful to work with as a result.
           | 
           | [1] https://www.theinformation.com/articles/unity-ceo-
           | predicts-a...
        
             | chromanoid wrote:
             | > Over time I agree with him and think the better part of
             | 3D UI/UX game design elements will make their way in to
             | traditional enterprise software and web stacks. They will
             | be both more functional and beautiful to work with as a
             | result.
             | 
             | Lol, what better part? Game UI serves the game. UI of
             | serious applications serves the user. Traditional
             | enterprise software and web stacks will be inspired by
             | serious well done consumer software that serves the
             | consumer and is so pleasant to use that they want this at
             | work too (see e.g. https://www.se-
             | radio.net/2021/01/episode-442-arin-bhowmick-o...). Nobody
             | wants to fumble seriously in inventory screens and go
             | through click fests that are meant to keep you in-game.
        
           | chromanoid wrote:
           | This.
           | 
           | 10k games were released on Steam in 2020. In 2021 Q1 there
           | are 316k games available on iOS. When creating a game is what
           | you like, it might be rewarding, but the coding work is
           | usually not very rewarding when it comes to the details.
           | Especially because game ideas are usually not as original as
           | most people think...
           | 
           | When you are not a code monkey, coding is always highly
           | creative be it games, missile control systems, high frequency
           | trading, insurance policy management etc. It might be easier
           | to imagine fun in the idea of coding for a leisure activity,
           | but in reality it can also feel very shallow.
        
           | iamwil wrote:
           | One thing jumped out at me above that I had a question on:
           | 
           | With the problem about status effects, how is this typically
           | implemented? Do the rules for interactions exist within the
           | game objects themselves, as if-then-else statements? If so, I
           | can see why that would be error prone. Even if those rules
           | exist in abstractions like "Burnable" and "Metallic", it's
           | still hard to see the side effects of changing or adding a
           | single rule.
           | 
           | Does anyone ever implement it in a single place, where you
           | can query for the interactions between the different status
           | effects? That way, all the rules are in one place, and being
           | able to query for it, the results would tell you how it came
           | to that conclusion. If not, how come?
        
             | larsiusprime wrote:
             | I just used it as an example of a bug I had last week and
             | that I solved in 30 minutes -- the point is not how one
             | individual bug occurred, but that there are a million
             | boring technical things to do. You spend most of your time
             | doing things other than enjoying the fruits of creative
             | fulfillment.
             | 
             | A significant amount of my time is not even spent coding,
             | but doing admin and spreadsheets.
        
               | iamwil wrote:
               | Yes, game dev has a lot of grind to it. It was just that
               | one example was related to something I've been thinking
               | about: how come status effects and rules aren't in one
               | central place to be queried? That way, you can spend 2-3
               | mins on it rather than 30 mins, because the system can
               | just tell you how it arrived at that conclusion.
               | 
               | But I hear you. 30 mins probably isn't enough frustration
               | to warrant something like that. What spreadsheets? Like
               | systemic design in spreadsheets? Or you're doing
               | accounting?
        
               | larsiusprime wrote:
               | Yeah if you wanna talk architecture I have a bit of YOLO
               | code that drags on me.
               | 
               | But actually in this specific case like 99% of my
               | elemental interaction code is in the same place just as
               | you recommend!
               | 
               | In this specific case the problem was entirely that I
               | added a new rule to make ice decay into wet when it was
               | removed, but didn't add a check to see if ice had been
               | applied in the first place before removing it. And of
               | course, that was all in the elemental interactions file.
               | 28 of the 30 minutes were spent in just puzzlement why
               | the fire wasn't applying and checking a bunch of
               | irrelevant dead ends before I thought to check "oh
               | obviously it's probably the elemental interaction code,
               | go check the elemental interaction file." 2 minutes were
               | spent fixing the actual code.
        
               | larsiusprime wrote:
               | Missed your comment about spreadsheets. Yes! So many
               | spreadsheets.
               | 
               | So a bunch of design work happens in spreadsheets, yeah,
               | that and long form google docs. Then a lot of business
               | and admin stuff too (if you're an independent dev which
               | means you're making games AND running a business).
               | Whether that's accounting or projections or any number of
               | other sundry things.
        
               | jasonwatkinspdx wrote:
               | So there's nearly as many answers to your question as
               | there are gamedevs.
               | 
               | I've seen quite a few use an OO modeling approach. That's
               | fallen out of favor for good reason.
               | 
               | Another approach is Entity Component Systems. I suggest
               | googling for one of the better blog posts on that.
               | 
               | Another approach is to build the equivalent of a datalog
               | engine.
               | 
               | An approach I favor is to have a stack per entity, and as
               | you parse input events things get stacked up. Then a
               | processing pass iterates across popping things off the
               | stack. If you know how MTG rules work it's roughly the
               | same idea.
               | 
               | None of these are a panacea, because you can have logical
               | contradictions in your ruleset that are subtle and only
               | emerge in very niche situations.
               | 
               | It's definitely very difficult problem. What you suggest
               | is similar to what I termed the datalog style. If you've
               | ever tried to debug a prolog or datalog program, you'll
               | know that it all being in one file is a trivial concern
               | compared to the emergent complexity and potential for you
               | to have misstated your logic or included contradictions.
        
         | hypertele-Xii wrote:
         | Agreed wholeheartedly.
         | 
         | I'd add that engineers have their place in gamedev as well,
         | because many artists don't _know_ how to make computers create
         | worlds. Engineers generate the possibility space where artists
         | can work. Sometimes, _fast code is needed_ to unlock
         | capabilities no-one could have pre-imagined of.
        
           | ehnto wrote:
           | I've been loving following the Star Citizen project as
           | they've just been throwing intense amount of money and work
           | at really hard problems, due to an almost unbridled scope at
           | the beginning. I think most game projects would have been
           | reigned in by publishers or ran out of money by now.
           | 
           | Whether someone believes the project will succeed or not is
           | an interesting question, but you can't deny that they've made
           | great progress at the fringes of a lot of game mechanics.
        
         | ehnto wrote:
         | It's unique in that it lets you create something that is quite
         | immersive and more tangible instead of ephemeral. It feels more
         | familiar to working with your hands than any other type of
         | coding, and pretty much anyone can understand or enjoy it.
         | 
         | My partner doesn't care that I wrote a really sweet cron job
         | for collating web orders today, but she can instantly grok how
         | cool a game idea is and have fun playing.
        
         | taneq wrote:
         | > Gamedev has got to be the most rewarding type of software
         | coding there is.
         | 
         | Well sure, when you're doing the fun bits for fun.
         | 
         | > It's a type of coding that is much closer to actual artistic
         | creation rather than engineering.
         | 
         | Unless you're in a team with both artists and coders, which is,
         | y'know, all of the commercial ones with a chance of success.
         | 
         | > The sheer amount of creative & engaging stories, puzzles,
         | real-time strategies and on top of this entirely
         | multiplayerable online allows for an infinite amount of types
         | of entertaining creations... all made possible thanks to code.
         | 
         | It's the game designer who gets to do all this creating, not
         | the coders. Unless (see point 2) you're in a tiny team hoping
         | to win the lottery. See also "the kid fresh out of gamedev boot
         | camp who wants to be a designer and is confused when nobody
         | wants to join their team because everybody else has already has
         | their own great ideas for a game which they've been working on
         | for 10+ years while they also learned to code or model."
         | 
         | > But surely building "yet another react form" feels like
         | coding an already solved problem.
         | 
         | Try building "yet another 3D model loader (that has to handle
         | the quirks of three different modeling programs and eleventy
         | different graphics cards)" - it's just as much reinventing the
         | wheel, but with the added bonus that if you really cock it up
         | you can hard lock your computer. Or my personal favourite,
         | "debug this third party open world game engine which is clearly
         | just a model viewer with a for() loop around it and the object
         | loading part in a separate thread with zero synchronization."
         | :D
         | 
         | > You're not approaching the creation with the usual "what
         | problem am I trying to solve" but rather "what's the most fun
         | thing I can build?".
         | 
         | Sure but 99% of professional game coders don't get to do this.
         | This interdisciplinary paradise is the domain of hobbyists who
         | never get paid and of the tiny minority who are there at
         | exactly the right place and time (and also probably never get
         | paid.)
         | 
         | Career traits: Fun, lucrative, attainable. Pick any two. This
         | applies to gamedev as much as any other line of work.
         | 
         | This rant brought to you by distant, slightly salty memories of
         | my brief stint in gamedev.
        
           | munificent wrote:
           | As someone who worked at EA for eight years, I think you are
           | viewing the world with pretty jaded glasses.
           | 
           | Yes, most game dev is not a magical utopia of coding whatever
           | you feel like and watching the magic happen. But it's also
           | not a horrific grind where you are treated entirely as a code
           | monkey for someone else's art.
           | 
           | There is an entire continuum between these points and
           | different companies and teams will lie at different points on
           | it. I have worked on games where I was so deep in the bowels
           | of tools and tech that I couldn't even tell you how the game
           | was played (maintaining the UI editor for Madden, which was
           | actually a lot of fun). And I've worked on games where I sat
           | right next to the designers and artists and had a lot of
           | influence on the game itself (Henry Hatsworth, where I wrote
           | the level/animation editor and in-game AI engine).
           | 
           | I think overall, most game dev jobs do have a few things
           | going for them compared to other domains:
           | 
           | * You get a greater opportunity to work on cross-discipline
           | teams. During my time at EA, I worked closely with artists,
           | UI designers, producers, technical artists, sound designers,
           | etc. It was _wonderful_ to not be in a programmer
           | monoculture. It 's good for the soul to be around people who
           | think differently.
           | 
           | * People outside of your work have a more immediate
           | understanding and appreciation for what you do. There is some
           | prestige to being a game dev and at the very least most
           | people can at least visualize a video game. If you work at a
           | typical non-famous non-FAANG software company, your job is
           | almost totally invisible.
           | 
           | * You're working on a game. You might not spend much time
           | literally _playing_ it, but it 's still more fun when
           | debugging to poke around a football field or dungeon than a
           | spreadsheet full or insurance rates or whatever stuff most
           | typical CRUD devs are dealing with. Game development often
           | feels concrete and tangible in ways that other software
           | doesn't.
           | 
           | But there are some downsides:
           | 
           | * The market factors the intrinsic rewards above into
           | compensation, so game dev pays less than other software
           | fields. The massive number of young people who want to do it
           | also drives salaries down.
           | 
           | * The overtime is often awful.
           | 
           | * A side effect of the above two is a constant brain drain.
           | Experienced devs age out and leave when they want to start a
           | family and have sane hours, to be replaced by another crop of
           | fresh-faced kids who will work for peanuts for the cachet of
           | being a real game dev. That means there is often a large lack
           | of software engineering maturity on teams. Tons of spaghetti
           | code, broken processes, poor estimation, and other self-
           | inflicted wounds.
           | 
           | I really enjoyed my time at EA (except for the overtime and
           | often crappy code), but I'm also glad to not be working full
           | time in games any more.
        
         | cableshaft wrote:
         | It's rewarding, but also exhausting. Either you put
         | months/years of your life into something that pretty much no
         | one plays, so it almost feels like why did you bother (other
         | than you gained some skills along the way), or it gets some
         | success and then you get bombarded by neverending expectations
         | from entitled gamers.
         | 
         | Among Us: "I definitely burnt out. It was tough because during
         | all of this, we weren't able to see friends and family. Being
         | so tired from working, I couldn't even go visit my family
         | during covid and had to spend holidays alone...That was
         | definitely the hardest time." [1]
         | 
         | Minecraft fans getting angry at Notch for daring to take a
         | vacation I remember, and here's one about a fan getting PISSED
         | at an update with only one new thing to play with: [2]
         | 
         | Stardew Valley fans mad for how long multiplayer update took "I
         | love you ConcernedApe and your game, Stardew Valley, but people
         | are getting impatient. I am getting impatient. You've had your
         | vacation, your space and your earnings." [3].
         | 
         | Or Shovel Knight "We wanted another Shovel Knight game, but we
         | didn't want to make it. We're sick of making Shovel Knight
         | games." [4]
         | 
         | The book Blood, Sweat, and Pixels goes into this more,
         | especially for Shovel Knight and Stardew Valley.
         | 
         | I worked on several games in the industry, a few small free
         | ones on my own were popular but every game I worked on for a
         | company failed to be successful or enter the gaming zeitgeist
         | at all. It almost feels like a waste of my time when that
         | happens, and often lead to layoffs. I got out of the industry
         | after the third company in a row where that happened.
         | 
         | [1] https://kotaku.com/among-us-developers-say-they-burnt-out-
         | af...
         | 
         | [2]
         | https://www.reddit.com/r/Minecraft/comments/iaeqj/dear_notch...
         | 
         | [3] https://community.playstarbound.com/threads/rip-stardew-
         | vall...
         | 
         | [4] https://www.fanbyte.com/features/shovel-knight-dig-
         | interview...
        
         | nicetryguy wrote:
         | The romance wears off fast once the ideas are in place and the
         | tedium sets in. The fun brainstorming and dreaming parts amount
         | to about 1-2% of the project, then you actually have to build,
         | draw, tweak, and fix the damn thing.
        
           | bitwize wrote:
           | But oh man, does the high ever hit when you finish building
           | and tweaking some feature, and your dream gets a little bit
           | closer to reality. The video game you imagined playing,
           | sometimes actually in your dreams, sits right there in front
           | of you... maybe not close to completion but a little bit
           | closer. And you can share it with your close network of
           | playtesters a.k.a. friends and family.
        
         | chromanoid wrote:
         | Usually a bunch of indie game developers invest years and by
         | the end 1000 people buy/play the game... How is that rewarding?
         | 
         | I would claim it's the most risky type of software coding. And
         | because of that probably also the most "dirty" way of software
         | coding...
        
           | samkelly wrote:
           | I've spent like the last 10 years of my life making a few
           | games that nobody will ever play. I don't feel like the years
           | were wasted though, because the games were rewarding to build
           | and stuff doesn't need to make money to be worth the time
           | spent.
        
             | chromanoid wrote:
             | Sure, but would you support a generic global statement like
             | this?
             | 
             | > "Gamedev has got to be the most rewarding type of
             | software coding there is."
             | 
             | I am also a game development enthusiast, but I would say
             | this is the reason why it feels so rewarding. The way of
             | programming is not the reason, in my opinion.
        
         | city41 wrote:
         | I see where you're coming from, but I strongly disagree since
         | you said "coding". I actually feel like the coding part of game
         | dev is quite rote, boring and pretty much totally figured out.
         | At least, for games that smaller teams or individuals can make.
         | One of the best games ever made imo, Hollow Knight, was made
         | with virtually no code at all. They used Playmaker, a visual
         | game scripting engine for Unity.
        
           | larsiusprime wrote:
           | Believe me there's plenty of rote work non-fun grind work to
           | be done even with no-code and lo-code engines, I've used
           | plenty myself.
        
       | ArkanExplorer wrote:
       | I think its difficult to extrapolate this based on the success of
       | a single game.
       | 
       | What is clear, is that the 30% commission charged by platform
       | holders is absolutely stifling creativity and output, in apps and
       | games.
       | 
       | Plus, the extra costs from VAT and refunds.
       | 
       | Friday Night Funkin's chief innovation is that it basically
       | bypasses this by using Kickstarter to fund production.
        
         | ehnto wrote:
         | It's an insane margin. You still have to pay tax on that at
         | some point too. You put your heart, soul and dollars into
         | producing a piece of software and between the platform barons
         | and the tax man you may not even get 50% of it, depending on
         | where you live.
        
         | mattfrommars wrote:
         | I agree. And who came up with 30%? It seems to be industry wide
         | extraction fees. Why stop at 30, why not 50?
        
           | ArkanExplorer wrote:
           | 30% made sense when you were getting white-glove service from
           | the platform owner, when that platform was actively building
           | out new features, when there was little competition from
           | other software, huge growth in customer base, and when
           | bandwidth and ecommerce generally were still expensive and
           | difficult.
           | 
           | Now, the platform owners have dropped all developer support
           | to basically zero, are just sitting on core systems that were
           | created 10+ years ago, have no curation, and all of their
           | fixed and marginal costs have been pushed towards zero.
           | 
           | You can go into the Steamworks dev forum for example and find
           | ongoing major platform issues that have been raised for
           | years, consensus gained from a lot of other devs that they
           | need to be fixed, and just never addressed or even responded
           | to by any Valve staff.
        
       | flohofwoe wrote:
       | It's not as simple as declaring "instant games" as the future.
       | The idea has been around for a long time after Flash got killed.
       | Both WeChat and Facebook made a big deal about "instant games"
       | (e.g. see https://www.facebook.com/games/instantgames), but so
       | far there don't seem to be any breakout hits (at least on FB,
       | don't know what's the situation on WeChat).
       | 
       | There seems to be a general disinterest by investors, developers
       | and gamers, apparently it's very hard to monetize instant games
       | over a longer period. Even if there are some bursts of
       | popularity, those games are soon forgotten because people don't
       | stay around.
       | 
       | A single game can change that, but nobody knows when this will
       | arrive and what it will look like.
        
         | meheleventyone wrote:
         | The funding of "cloud gaming" and interest from investors like
         | a16z as noted right at the top of the article mean it's on a
         | bit of an upswing in terms of interest.
        
       | _dibly wrote:
       | I feel like a lot of time was spent convincing the reader that
       | instant games are the future and not explaining the benefits and
       | potential shortcomings of the area. A significant amount of the
       | article is filling in background information. I didn't need two
       | pages on why Apple and Steve Jobs are the worst thing to happen
       | to instant games, the explanation of how flash games were once
       | monetized, or a rundown of all the different ways that they (or
       | indeed any digital service in the modern day) could become
       | profitable.
       | 
       | The article starts with a point that there is a huge spectrum
       | between the arcade-style instant game and modern "full" games but
       | then never really addresses that gap. They highlight that these
       | games can be on a maintained third-party streaming service but
       | then go on to focus mainly on browser games and make points that
       | don't even apply tangentially to things like Game Pass or
       | PlayStation Now.
        
       | chairmanwow1 wrote:
       | This article takes a while to get to its point. I'm still not
       | sure I understand what "instant" means in this context. Also I
       | find the whole premise pretty claiming a single game => systemic
       | market shift.
        
         | FailMore wrote:
         | a browser based multiplayer game you can access with a link
        
           | ChrisRR wrote:
           | So the entire point is basically it's a flash game which
           | doesn't need flash. Where has this person been?
        
           | meheleventyone wrote:
           | Like this for example: https://dotbigbang.com/game/ee5d9ed9e9
           | 684cad865cf04cd425406a...
           | 
           | Although I'd argue that instant games don't necessarily need
           | to be multiplayer. For example Friday Night Funkin isn't
           | right now IIRC.
        
           | sofixa wrote:
           | Well, almost everything on Stadia matches that definition.
           | You need to create an account and buy the game ( bar the few
           | free games like Destiny 2 and a demo for Hitman WoA), but
           | it's basically accessible via a link, playable in a browser
           | and multiplayer when the game is.
        
             | meheleventyone wrote:
             | The point is that instant games are frictionless so having
             | to create an account and buy the game adds enough of a
             | barrier that clicking the link -> playing a game has a
             | significant drop off in terms of people who will actually
             | play the game.
             | 
             | Stadia could do that but hasn't yet. A really strong demo
             | for them would be to let you click a link and be playing a
             | AAA game immediately. But as the article notes you have a
             | scale problem immediately because you still need to run
             | expensive hardware to support that.
        
               | sofixa wrote:
               | > A really strong demo for them would be to let you click
               | a link and be playing a AAA game immediately.
               | 
               | That's what happens, as long as you have an account.
               | Considering most games are paid, it's entirely reasonable
               | to expect an account-type barrier to entry.
               | 
               | From memory, at least some Flash game sites, which is
               | apparently the baseline, required a login.
        
               | stale2002 wrote:
               | > entirely reasonable to expect an account-type barrier
               | to entry.
               | 
               | Yes, we can expect there to be a barrier to entry.
               | 
               | But that is what I would expect this to fail.
               | 
               | I can both expect that stadia will have this significant
               | barrier, and also think that it is going to be harmed
               | significantly by it.
        
               | larsiusprime wrote:
               | The successful ones (particularly Kongregate) didn't
               | require a login, they let you play for free as an
               | anonymous user, and then tried to incentivize you to
               | login after the fact. Requiring it up front cuts out an
               | enormous amount of users.
        
               | meheleventyone wrote:
               | Right but a demo is trying to convert people from not
               | being a user into being a user. If you require an account
               | to run the demo you are cutting A LOT of potential
               | customers out of your acquisition funnel. You are in
               | effect saying "become a user to see if you want to be a
               | user". If you can only give that experience to people
               | that have made an account AND bought a game that's even
               | more you've just dropped on the floor. Whereas dropping
               | someone right into the demo/game/product with no
               | obligation shows them the value proposition immediately.
               | 
               | This doesn't just apply to games, building a new
               | programming language? Embed a web playground with your
               | hello world example in the landing page!
        
       | Jakobeha wrote:
       | I really wish internet games were the future. Both from the
       | producer and consumer side - as someone who tried to make games
       | before, and currently owns a low-end mac (great for productivity
       | but bad for gaming) - I really believe the ideal is web-games
       | that are easy to start and work everywhere.
       | 
       | The issue is that at least in my experience web game engines
       | _suck_. JavaScript is slow and awful for large-scale software,
       | even today. Frameworks which compile into JavaScript and WASM
       | (e.g. libGDX) compile incorrectly, leading to obscure awful bugs,
       | and they 're still slow because JS. Your best bet is a general-
       | purpose game engine like Unity or Godot which can export to web,
       | but still, the web export is often broken, missing features, and
       | just slow. Even tiny games I've played on itch.io either don't
       | load or play super slow, and sometimes that might be the dev's
       | fault, but often I think it's the state of web-gamedev in
       | general.
        
         | socialist_coder wrote:
         | > Your best bet is a general-purpose game engine like Unity or
         | Godot which can export to web
         | 
         | Totally disagree about Unity. Unity's web export is awful. If
         | you want a good web game you need to use a web-native engine
         | like Pixi, PlayCanvas, or Phaser. I guess the Haxe & Godot
         | tools are good too but I've never used them.
         | 
         | The huge advantage with using a Javascript/Typescript based
         | game engine is that you can use the latest & greatest build
         | tools like Webpack, and the latest ECMA/javascript features,
         | instead of some proprietary tool chain that hasn't seen a major
         | updated in years.
         | 
         | I think mobile game companies who have only been using Unity
         | and have all their games built in Unity will have a hard time
         | transitioning to mobile because you just cannot use Unity to
         | make good web games. You have to rebuild them in a new engine.
         | 
         | But, if you use a web game engine, you can still target mobile.
         | So, I would not use Unity for any new mobile/web game projects.
        
       | jedberg wrote:
       | > My 15-year old nephew who isn't part of the game development
       | scene almost certainly noticed this game before I did. Just think
       | of all the other trends you and I are likely missing no matter
       | how close we think we're paying attention.
       | 
       | People like to make fun of me when I talk tech with teens (TM?).
       | This is exactly why. Because as much as we think we're on top of
       | all the latest trends, sometimes we're just too not hip.
        
         | jsnell wrote:
         | Is FNF really so significant that it was important not to miss
         | it? Looking at Google Trends, it's already peaked, and peaked
         | at far less interest than say Among Us or Fall Guys. It does
         | appear have more longevity than Fall Guys did. But right now I
         | just don't see either the cultural or commercial significance.
         | 
         | https://trends.google.com/trends/explore?q=roblox,among%20us...
         | 
         | (But I hadn't heard of the game before now, so maybe dismissing
         | it is just a bias on my part.)
        
           | jedberg wrote:
           | > Is FNF really so significant that it was important not to
           | miss it?
           | 
           | Probably not, but I also learned about Roblox, Snapchat,
           | Instagram, and TikTok from teens long before any of those got
           | popular in my usual bubbles. In part because when I would
           | tell my usual bubble about them, they were dismissed as fads.
        
             | ipaddr wrote:
             | vsco.co is the next bubble.
        
               | jedberg wrote:
               | Funny you mention that. I have in fact heard about that
               | one from some teens as well. Don't use it much though,
               | since I don't really know anyone on the platform. I still
               | haven't figured out how it differs from Instagram, other
               | than the ownership of the site.
        
               | andredz wrote:
               | Maybe it is because I was a teen then, but I heard about
               | vsco a long long time ago (unless ~6/7 years is not
               | long). I thought it was already on its death throes
               | though, barely anyone I know uses it.
        
         | MeinBlutIstBlau wrote:
         | I think it's not so much that you're not "hip," but you aren't
         | concerned about the minutia most kids are nowadays. My 2nd
         | cousin told me recently he hated reading in school because
         | "there was no sound." It was incredibly eye opening to me to
         | see how starkly different growing up between us was. Not that
         | I'm some enlightened millennial, but often in the earlier days
         | of the internet, reading and images were all we had. Now as a
         | more tech inclined individual, I see what the current
         | generation appreciates as annoying and excessive.
         | 
         | Perhaps market research should interview 10-16 year olds more
         | often?
        
         | larsiusprime wrote:
         | Yup. I feel like a bunch of stuff is absolutely invisible to my
         | industry bubble until it has a standout hit that makes a ton of
         | money or starts getting talked about by someone everyone knows
         | and trusts and then becomes impossible to ignore. And the
         | lesson then should not be that "wow this is a perfectly
         | replicatable formula" but, "maybe some of our assumptions are
         | wrong."
         | 
         | Which makes me further think -- how many OTHER transformative
         | trends are we missing, because they AREN'T money or media based
         | and thus destined to _eventually_ pierce our industry bubble?
        
         | [deleted]
        
       | the_lonely_road wrote:
       | Holy shit its like this author just experienced his very first
       | 'cultural wave' phenomenon and then decided that literally every
       | small detail around it was some critical reason for its success.
       | 
       | There are probably labs out there they have figured out how to
       | send 'viral waves' out into the economy and profit from it, but
       | thats all this is. Game of Thrones was an example, The Walking
       | Dead was an example, Fortnite was an example, and Roblox was an
       | example. Those examples highlight two very different viral
       | culture waves. The kids playing games and the grown ups watching
       | tv, but they highlight the exact same phenomenon.
       | 
       | As for this game itself its probably exactly like Among Us and
       | the million other little indie games like it that shot up in
       | popularity 'out of know where' except it wasn't out of nowhere at
       | all. It was a couple dozen HIGHLY interconnected Twitch streamers
       | all getting into the same space and then 100's of follow along
       | mid tier twitch streamers hoping to ride the new bandwagon to
       | higher viewership.
        
         | larsiusprime wrote:
         | Hey there author here!
         | 
         | > It was a couple dozen HIGHLY interconnected Twitch streamers
         | all getting into the same space and then 100's of follow along
         | mid tier twitch streamers hoping to ride the new bandwagon to
         | higher viewership.
         | 
         | I have access to the traffic stats behind FNF and this is
         | demonstrably false. There was a lot more to it. Twitch was one
         | small part of this phenomenon.
         | 
         | I'm happy to welcome critique but could you please be less
         | dismissive and instead make a more substantive critique?
        
           | stragio wrote:
           | I think your article is great, hope you are right and align
           | with your worldviews. Is @Tocelot your Twitter account?
        
             | larsiusprime wrote:
             | No I'm @larsiusprime. @tocelot is the a16z partner I quote
             | at the beginning, but I'm not associated with that or any
             | other VC firm. I'm an independent game developer and
             | consultant with a blog.
        
         | derefr wrote:
         | > It was a couple dozen HIGHLY interconnected Twitch streamers
         | all getting into the same space and then 100's of follow along
         | mid tier twitch streamers hoping to ride the new bandwagon to
         | higher viewership.
         | 
         | I mean, until Twitch is no longer such a big thing, that sounds
         | like you're describing a likely repeatable formula for success:
         | make a game that will catch on amongst these couple-dozen
         | Twitch influencers.
         | 
         | And it seems like a good property for such a game to have,
         | would be a really low barrier to entry, to entice them into
         | trying it in the first place, when _they_ don 't see anyone
         | else playing it.
         | 
         | As such, I can see the validity in the argument in the article
         | is making -- and I'm not sure why you think it's a "small
         | detail."
         | 
         | It's not like that set of Twitch streamers has ever made a game
         | go viral that _didn 't_ have this "pick-up-and-play-ability" in
         | some way or another. The property is just created in different
         | ways for different games.
        
           | munificent wrote:
           | _> a likely repeatable formula for success: make a game that
           | will catch on amongst these couple-dozen Twitch influencers._
           | 
           | Sure, but like half the world's game devs are all trying to
           | do exactly that right now.
           | 
           | Similar to the stock market, game development is an novelty-
           | based ecosystem. That means that there is essentially no
           | long-term repeatable formula for success. Any formula will
           | eventually discovered by others, over-exploited, and players
           | will lose interest and go elsewhere.
        
             | shuntress wrote:
             | The problem isn't the formula (good enough game, readily
             | accessible, noticed by players.)
             | 
             | The problem is that last step, "be noticed", is extremely
             | hard and mostly based on luck/money.
             | 
             | And this is 100% "long-term repeatable" if you can
             | continually deliver "good enough" games after being
             | noticed. The obvious example is Call of Duty.
        
             | derefr wrote:
             | If the set of Twitch influencers is relatively static,
             | presumably you could just cater to the exact peculiarities
             | of their tastes in games to the exclusion of the wider
             | market, the way that some authors try to cater to the exact
             | peculiarities of the tastes of a particular editor.
        
         | saturdaysaint wrote:
         | A lot of this article (possibly the majority?) is actually
         | spent explaining why Instant Games haven't taken over the
         | world, despite some success stories. This is why he goes into
         | some detail on Apple - if they can't go on iOS devices, there's
         | a real ceiling on the trend.
         | 
         | I really enjoyed this article, but it's a bit of a discursive
         | brain dump, which is why I think a lot of the criticisms have
         | essentially been misrepresentations of the actual article
         | contents.
        
         | jchw wrote:
         | If your only critique of the article is _why_ FNF got popular,
         | then that seems like a really minor critique overall. But
         | honestly, comparing it to Among Us makes me doubt you on this.
         | First of all, simply pointing to Twitch streamers is giving
         | them too much credit. Twitch streamers may be early to trends,
         | but seldom do they start them alone. Secondly, Among Us is
         | particularly good for streaming because it pushed a lot of
         | streamers with pre-existing relationships to stream the game
         | with _eachother_ , and lead to interesting content for that
         | reason alone.
         | 
         | I will gladly agree that Twitch streamers may have helped boost
         | Among Us out of its slump. I also agree that it helped FNF too.
         | But you know what else helped Among Us and FNF? Millions of
         | views on YouTube, Tiktok, fanart on Twitter/NG/elsewhere, mods
         | across the entire Internet, etc. and where it's fair to say
         | that Twitch could've been the catalyst for Among Us, saying
         | that it is the catalyst for FNF without further evidence seems
         | patently unfair. Big platforms like TikTok and YouTube are more
         | than capable of driving viral sensations that are bigger than
         | the entire audiences of "a couple dozen highly interconnected
         | Twitch streamers." (For clarification I regularly watch a
         | couple of the Twitch streamers you are likely grouping into
         | this category so yes I do know how large their audiences are.)
        
           | danShumway wrote:
           | > mods across the entire Internet
           | 
           | I think Among Us's mod support is underrated for a multi-
           | player game, and I think it did a lot to improve the game's
           | longevity.
           | 
           | I'm hesitant to make broad sweeping claims about the game,
           | but I agree that looking purely at streamers is probably
           | underselling its success, even though streamers did obviously
           | play a big role in bringing it to more people's attention.
        
             | jchw wrote:
             | Agreed. I have only checked out a handful, but even just
             | Town of Us and Crewlink completely transform the
             | experience, not to mention countless neat aesthetic and
             | other misc mods. (I remember a Korean user went fairly
             | viral when they posted a full Sanrio-themed reskin of the
             | game.) Having a game that can be modded is a real win/win.
             | 
             | What's so weird is it feels like this lesson should've
             | already been learned. Several prominent franchises were
             | born as mods to other games, and TF2 even went as far as
             | simply making mods part of the actual game and compensating
             | modders in the process... Yet it feels like a lot of this
             | is left on the table in the walled garden world of gaming.
        
         | Marazan wrote:
         | The post isn't about FNF, it's about the Flash Game eco system
         | and what was lost and now slowly being refound.
         | 
         | And a high quality "Fuck you Steve Jobs" as well. I'm here for
         | any posts that says "Fuck you Steve Jobs"
        
       | larsiusprime wrote:
       | Author here!
       | 
       | Couple of things -- despite the admittedly click-baity headline,
       | I'm not 100% convinced that "instant games" are definitely the
       | future. Nobody can predict the future with certainty. And as I
       | state up front in the article FNF itself is obviously an outlier
       | which should not serve as a model to try to replicate step by
       | step.
       | 
       | My main point is that instant games -- which is to say browser
       | games -- are actually already the past and the present (even if
       | they're not necessarily taking over everything else just yet),
       | and most people are unfamiliar with a bunch of weird details
       | about how they began in the first place.
       | 
       | The article's actual thesis is not necessarily to prove to you
       | that instant games are the "wave of the future" but to point out:
       | 
       | 1) Even games industry insiders are often massively out of touch
       | with trends
       | 
       | 2) Browsers games represent the _potential_ to disrupt existing
       | gatekeepers and platforms
       | 
       | 3) Browser games had a weird and unique ecosystem that
       | represented a 'minor league' of games that provided an on-ramp to
       | further professional success, _especially_ for international
       | developers, and we 've largely lost that today
       | 
       | 4) Modern platforms want to own the entire stack top to bottom
       | (editing tools, playback engine, discovery, and marketplace), but
       | trying to capture so much value yourself and tightly controlling
       | the environment can actually stunt the ecosystem
       | 
       | And yeah the article is really long. I'm chronically unable to
       | write short articles when I have a lot to say and that means I'm
       | taking the sincere risk of boring some of you to death while you
       | wait for me to get to the point, sorry about that!
        
         | Marazan wrote:
         | The one thing I think you missed from explaining the economics
         | of the old Flash Game scene was Mochi.
         | 
         | By getting you the pre-roll ads Mochi gave you a way of being
         | rewarded on a per-play basis which A) bypassed the risjk of up
         | front sponsorship number B) allowed absolute total amateurs to
         | not even bother with sponsorship and just dump a game with
         | Mochi ads onto the net, if it took off they would rake in the
         | bucks. m Add on top of that the Mochi microtransaction
         | infrastructure and I'd say Mochi was as important, if not more,
         | than FGL for boosting the ouptu of games.
        
           | larsiusprime wrote:
           | Mochi was mentioned in the article, but yes, I did gloss over
           | it, thanks for bringing it up. I used Mochi ads myself!
        
           | OmarShehata wrote:
           | I disagree that Mochi was as or more important than FGL.
           | Perhaps this was true for developers who released a lot of
           | games and could rack up consistent significant monthly views
           | across on all their games.
           | 
           | I remember a big question was always: should you self sponsor
           | if you can't get high enough bids for sponsorship? If they're
           | willing to pay $5k to put their ad on your game, why
           | shouldn't you capture that revenue yourself?
           | 
           | The answer was for most developers it was difficult to
           | capture that value without some kind of centralized game
           | portal where you could redirect this traffic and keep those
           | users coming back. So even if the sponsor was paying $5k and
           | still making money off that game, it was unlikely you could
           | make anywhere near that amount just from Mochi ads or
           | similar.
        
             | Marazan wrote:
             | Oh for serious game devs FGL was absolutely the most
             | important monetisation stream by some distance no doubt.
             | 
             | But for people just starting out and, say, knocking out a
             | game in a weekend, unpolished, raw Mochi was incredible.
             | With zero effort (beyond spending a couple of weekends
             | making games) I had 3 figure annual revenue from games that
             | would have never ever gotten sponsorship.
             | 
             | If you were a 16 year old hacking stuff together in Flash
             | that would have been hugely motivating. That's would drove
             | the sheer volume and variety of Flash games.
             | 
             | If I could apply the knowledge I have now back to past me
             | I'd have easily been able to get 4 figure annual revenue
             | swiftly and that would have let me focus on putting the
             | polish on FGL level serious sponsorship games. ( I did make
             | one full stand alone game and it flopped, I've made more
             | money from people playing the demo than from full game
             | purchases)
        
         | jayd16 wrote:
         | We had instant browser games and the gold rush of mobile ate
         | them. The AppStore stack had better discoverability and native
         | performance...a lot of benefits, really. Why would we all go
         | back to the browser?
         | 
         | I feel like a large leap is being made that instant games will
         | win back users when their instant-ness didn't keep them in the
         | first place.
         | 
         | I don't feel like any catalyst is explored enough to be
         | convincing.
        
           | utzucto wrote:
           | I think the increasing difficulty of being discovered on
           | ever-growing platforms like the App Store is/will push more
           | games to other places (though I don't know how instant-game
           | platforms will build userbases like native app stores).
           | 
           | Also, I don't think people moved away from instant games
           | because the instantness wasn't enough. I think it's more
           | about what devices kids (and people in general) are using for
           | everything else; people who are playing mobile games now
           | probably would have been playing flash games a few years ago.
           | I'm kindof spitballing here, but I wonder if all the
           | chromebooks that are used in schools now are or will be
           | pushing kids back to online games platforms like the old
           | flash sites
        
           | larsiusprime wrote:
           | > had better discoverability
           | 
           | I don't agree, particularly in the case of mobile App stores
           | where the top charts are consistently dominated by the same
           | few games.
        
         | danShumway wrote:
         | > And yeah the article is really long. I'm chronically unable
         | to write short articles when I have a lot to say and that means
         | I'm taking the sincere risk of boring some of you to death
         | while you wait for me to get to the point, sorry about that!
         | 
         | Brevity is a good skill, but given the choice between too
         | concise and too long, too long is probably the better direction
         | to err.
         | 
         | I'm always happy to see articles like this on HN. I'm not sure
         | I agree with all of it, but it's generally pretty thoughtful
         | and covered some interesting points I hadn't thought about
         | before. Thanks for writing it!
        
         | Dracophoenix wrote:
         | >> Modern platforms want to own the entire stack top to bottom
         | (editing tools, playback engine, discovery, and marketplace),
         | but trying to capture so much value yourself and tightly
         | controlling the environment can actually stunt the ecosystem.
         | 
         | If anything, I see modern platforms using more off-the-shelf
         | and standards based tech rather than reinventing the wheel. It
         | used to be the case that you'd have to download not just Flash,
         | but Shockwave, Silverlight, the Java applet plugin, Unity Web
         | Player, and all sorts of proprietary plugins just to play games
         | built on whatever proprietary game engine and scripting
         | language came with it. It was like downloading individual video
         | codecs in the early 90's before the advent of Quicktime.
         | Nowadays, you can play fully fledged 3-D games on a Web
         | Application built with any game engine, any language, on nearly
         | any browser of your choosing. No plugins needed. I don't think
         | web games are going to be siloed to particular platforms any
         | time soon. What I do think is that web games are now competing
         | with siloed AAA games. And this might be a good thing overall
         | for competition in that space. For a long time Flash and mobile
         | games were also-rans simply because of the limited computing
         | power. Very few were of such caliber either in graphics or
         | playability as to compete with contemporary installable or
         | console games and were very often mimicries of those very same
         | games. In the West, mobile games underwent a revolution with
         | Angry Birds and Infinity Blade, there hasn't been a killer app
         | that's reinvigorated the browser game craze of the Y2K era just
         | yet. But Epic's interest in itch.io might be hinting at an
         | attempt in that direction.
        
           | larsiusprime wrote:
           | The difference is, that even though Flash was proprietary in
           | tools (The Flash IDE) and the playback engine (The Flash
           | Player), what was open was distribution, discovery, and
           | marketplace. You didn't pay a tax to adobe to distribute your
           | games and you weren't limited to Adobe.com as the one place
           | to go for Flash games. To be clear this was not because of
           | Adobe's benevolence, but their incompetence -- believe me
           | they tried to find ways to tax Flash, but they just couldn't
           | figure it out until the horse was out of the barn. And this
           | was a _good_ thing for the ecosystem. Honestly, Adobe
           | stubbornly refusing to open source the flash player is one of
           | the things that cemented its demise.
           | 
           | Compare that to say, Roblox. If you make a Roblox game, not
           | only will it only run within the Roblox environment, it is
           | only able to exist on exactly one website and one app --
           | Roblox. Roblox owns the entire stack top to bottom. You can't
           | take your game anywhere else.
        
         | bartwe wrote:
         | If wasm/webgpu doesn't get too limited due to coinminers,
         | 'meltdown style' vulnerabilities and platform holders feeling
         | challenged.
         | 
         | And some solution for preloading/caching/preinstalling large
         | (many gigabytes) assets are added.
         | 
         | Than yeah webgames have a very bright future ahead, assuming a
         | method of monetization is found.
        
         | utzucto wrote:
         | I like the article, it's got a lot of the same threads that
         | I've been thinking about recently while developing an iOS app
         | and a browser game (unrelated to each other). It's also
         | interesting to learn about how the flash sites I used to play
         | when I was younger actually made and distributed money. Back
         | then I just assumed the devs made some cut of the banner ad
         | money or something.
         | 
         | As I was reading it, I somewhat agreed with the sentiment I see
         | in some of the comments around that the article had a bit of
         | the "old person discovers new trend and concludes its the
         | future of everything" (which you see a fair amount with VR, on
         | Stadia/cloud gaming, the "metaverse," and other things you
         | mentioned FNF doesn't do) but this comment tempers that
         | feeling. At the very least, I think that this is an interesting
         | showcase of a project that is successful outside of the big
         | platforms and I agree that it's a direction that things could
         | be going in to some extent.
         | 
         | Speaking about the fact it's free & open source, I think that
         | people --in this case the games industry people to whom this
         | doesn't make sense-- sometimes put too much weight on the
         | decision to publish source code. I think it's about focusing on
         | what differentiates your product from others, and in this case
         | it seems like the game differentiates itself with music and
         | personality rather than complex code, thus bandcamp &
         | kickstarter. There's probably a lot of software products that
         | don't gain anything from being closed source, and I'm no
         | Stallman.
         | 
         | As a bit of an aside, I appreciate you mentioning the fact that
         | there's a whole several continents of people who aren't
         | American, or NA, or English-speaking, etc. and aren't
         | necessarily talked about when it comes to diversity. Diversity
         | is often based around US/CAN sensibilities around identity and
         | other things. Obv very difficult to fully consider the entire
         | Earth's population in everything you do, but just considering
         | the fact that not everyone is in the same place or can have the
         | same powerful hardware/internet connection is worthwhile. I'm
         | absolutely not perfect in this regard either.
         | 
         | I wonder if the increasing use of chromebooks in school
         | (revealing my US bias) is/will push this trend forward as well.
         | I don't use chrome, so maybe there already is an ecosystem of
         | games in the chrome app store.
        
           | larsiusprime wrote:
           | Yeah so to clarify my bit about open source I have two
           | points:
           | 
           | 1) It's made FNF very easy to mod, and these mods drive a lot
           | of viral engagement with the game. If you scan social media
           | you'll see that this is what keeps the community excited and
           | engaged when the authors themselves are not putting out
           | updates.
           | 
           | 2) I mention it because many people see being open source as
           | a liability because of concerns about cloning. Seeing a FOSS
           | game like this pull in literal millions shows that at least
           | in this one case, FOSS games aren't literally doomed to
           | failure _because_ of being FOSS, is all.
           | 
           | So my position is, no actual players care that you have a
           | github repo with source available, unless that actually
           | affects them somehow, and in FNF's case I argue it does
           | affect them by enabling the community to keep making more
           | weird content for the game (though it could be achieved in
           | other ways, like using a modding API like
           | [polymod](https://github.com/larsiusprime/polymod), which it
           | has been integrating with recently).
        
       | mysterydip wrote:
       | I've recently switched back to html5 gamedev for my hobby
       | projects and it's been great for online collaboration and rapid
       | prototyping.
       | 
       | Being rid of the hoops of app store submissions, being able to
       | update at any time, and play on nearly any device has been very
       | freeing.
        
       | ch00se wrote:
       | Great article! Thanks so much for talking about FGL. I'm one of
       | the co-founders, and helping Flash developers and portals was
       | definitely a special time that I remember fondly.
        
       | mrkramer wrote:
       | The future of gaming is cloud gaming. Moore's law is our friend.
        
       | collaborative wrote:
       | I have been downvoted for saying this before but I will say it
       | again
       | 
       | Indeed, the money should flow from app stores to developers and
       | not the other way around
       | 
       | Developers provide value to their platforms. Developers don't
       | need them except for the fact that they enforce a monopoly on
       | distribution (iOS)
       | 
       | The day is coming when platforms will have to reward content
       | creators based on usage metrics or simply up front. Platform
       | subscriptions, micro payments, or platform ads are the future.
       | And they will only get cheaper as time goes on
       | 
       | A ruling forcing Apple to open up iOS to different browsers or
       | app stores will be the sign that change is coming
        
         | mrtksn wrote:
         | >the money should flow from app stores to developers and not
         | the other way around
         | 
         | That's exactly the case and I have receipts to prove it. I have
         | financial records as proof of money flowing from Apple to my
         | bank account.
         | 
         | What's the plan for rewarding the developers? If anything is
         | broken with the mobile games it's the model where the money
         | doesn't flow from the App Stores to the developers but
         | developers need to interrupt the player and make them buy
         | something so that the developers get rewarded.
         | 
         | Ads in games are dreadful.
         | 
         | I'm afraid that if the subscription services for games becomes
         | the norm, and the payment is based on engagement it will make
         | mediocracy the norm just like with Netflix. This will make game
         | development a practice of matching the spec sheet of the
         | subscription platform you want to be included. If it is like
         | Spotify, what developers are supposed to do for substitute of
         | the live performances if their rent is higher than $0.52?
         | 
         | I never had problem with iAP or pay to play games.
        
           | [deleted]
        
           | collaborative wrote:
           | Let users side-load and use as many stores as they want. Or
           | let them choose an "Apple only mode". Monetization models
           | will follow that won't be affected by monopolistic practices.
           | I also think IAPs are ok. But the lack of choice makes
           | everything feel wrong
           | 
           | >>That's exactly the case and I have receipts to prove it. I
           | have financial records as proof of money flowing from Apple
           | to my bank account.
           | 
           | Are you sure that money came from Apple and not from your own
           | users? Don't forget, they chose you. Apple doesn't own them
        
             | mrtksn wrote:
             | I'm not looking forward to pay multiple app stores to
             | publish my apps. I'm also not looking forward to deal with
             | multiple implementation details and multiple appstore
             | guidelines and rules.
             | 
             | The %30 cut is nothing for the service provided. The only
             | people I know to suffer from it are the resellers(i.e.
             | Spotify like services where they redistribute most of the
             | revenue).
             | 
             | The multiple store thing is going to be a hell for the
             | small developers. Apple handling all the legal and
             | regulatory procedures for selling globally is a great
             | service stuff since it's something out of the reach for
             | most small companies otherwise.
             | 
             | Users who simply can't find the app they need in the App
             | Store due to the limitations can use Android.
             | 
             | When there's a opportunity for innovation that is not
             | possible on iOS because of this, it will happen on Android.
        
         | Razengan wrote:
         | As a developer and a user and a gamer, oh god, no.
        
           | [deleted]
        
         | colechristensen wrote:
         | That only happens when app stores are competing for developers
         | which is very much not the case. There are a million developers
         | chasing a small amount of potential success, app stores could
         | impose much more ridiculous conditions and still get more
         | developers than they could ever want.
         | 
         | App stores also fund hardware. Ask a consumer if they want a
         | device 50% more expensive or better terms for developers and
         | guess what the outcome will be.
         | 
         | It only changes if there is a lot more competition or
         | legislated terms for how these companies operate.
        
           | somethoughts wrote:
           | >> App stores also fund hardware. Ask a consumer if they want
           | a device 50% more expensive or better terms for developers
           | and guess what the outcome will be.
           | 
           | What would be interesting is if instead of the Appstore
           | taking the cut off the top, the Appstore charged developers
           | based on utilization of different parts of the A13 or M1
           | processor. Sort of like an AWS compute pricing.
           | 
           | If iOS Netflix users are using N million hours of the video
           | accelerator, then charge Netflix something like N _Cost per
           | video compute. If an Augmented Reality app users are using N
           | million hours of ARKit, charge them N_ Cost per ARKit
           | compute.
           | 
           | This could lead to more efficient iOS apps and better future
           | HW roadmaps.
           | 
           | I'd say apriori the one difference between AWS compute fee
           | and an iOS compute fee would be that Amazon owns AWS
           | hardware, whereas Apple sort of doesn't own iOS hardware (i.e
           | the iOS user does).
        
           | Wowfunhappy wrote:
           | > Ask a consumer if they want a device 50% more expensive or
           | better terms for developers and guess what the outcome will
           | be.
           | 
           | I find the Epic Game Store really interesting in this regard.
           | While they aren't quite _paying_ developers, they are funding
           | a lot of games and giving out upfront payments.
           | 
           | I love it, personally--but it hasn't gone over too well with
           | users.
        
           | collaborative wrote:
           | App stores aren't competing because.. there is no competition
           | 
           | Also, I didn't know app stores funded hardware. I thought the
           | money came from the value created by devs or from the actual
           | device price. I mean, should my next IAP say "fund the
           | development of the next iphone". How many consumers will like
           | that? How do Android manufacturers manage to make hardware
           | without an appstore? It's not like Apple has billions to
           | spare to actually make hardware, things must be tight
           | 
           | Now seriously, none of the above are the issue. The issue is
           | that the iOS app store should be one of many, and that Safari
           | shouldn't break html5 functions on purpose to prevent PWAs
           | 
           | This even spills over to Android because devs in general
           | aren't going to adopt wasm until it truly can be run cross
           | platform. Google actually benefits from Apple's protectionist
           | policies. Microsoft also tried to pull this with IE and we
           | know what happened. It will happen again (and consumers will
           | benefit from it). What good is a great device that can only
           | run few and bad apps?
        
         | Andrew_nenakhov wrote:
         | For a short while, in the beginning, AppStores provided some
         | value allowing you to select top games in category, which were
         | actually good. But then SEO guys took notice and all top
         | ratings are now populated by pay 2 win garbage games which
         | invest heavily in AppStore optimization. You just can't find
         | anything these days on Google Play / AppStore other than by
         | typing a full name of the app. This, of course, relegates these
         | services to gatekeeper role only, void of any positive benefits
         | for the developers.
        
         | Jakobeha wrote:
         | This seems to be what Apple Arcade is doing. You pay a
         | subscription to Apple and get access to curated games with no
         | ads or microtransactions. Apple pays the developers, although I
         | don't know how.
         | 
         | AFAIK it's going pretty well. I don't actually own Apple
         | Arcade, but the games all look really nice, and no ads or
         | microtransactions. Maybe someone who knows more can comment.
        
           | lotsofpulp wrote:
           | I do not have time to research to which games are
           | implementing loot boxes or other gambling mechanics or
           | showing them ads, so restricting my kids (while they are too
           | young) mostly to Apple Arcade solves that problem for me.
           | 
           | Although, who knows, maybe if Apple Arcade is compensating
           | game makers by how much time is spent playing their games,
           | then those tactics will be present in Apple Arcade too.
        
         | echelon wrote:
         | It needs to go further. Marketplaces should not be required for
         | entry into platforms whose market is essentially "everything
         | you'd do with a computer". Especially if the web is
         | purposefully hobbled.
         | 
         | Apple's "protection" is actually just a racket and scheme to
         | control the flow of money and extract as much as possible.
         | 
         | iPhones and Androids are computers and web downloads should be
         | first class. We've been gaslighted into this "nanny state", yet
         | we do much more dangerous things every day: get into cars, wire
         | transfer money, go on blind dates, ...
         | 
         | Open and free computing is not wrong. The powers that be are
         | trying to tell us that it is so that they can "protect" ( =
         | control and tax) us.
         | 
         | Apple App Store and Google Play can still exist and cater to
         | specific needs. Marketplaces like Itch and NewGrounds do a
         | better job at what they do than either Apple or Google. If
         | indie developers want to show up in multiple places, including
         | their own website, it should be allowed.
        
           | Razengan wrote:
           | > _iPhones and Androids are computers_
           | 
           | So are Xboxes and PlayStations
        
             | [deleted]
        
             | echelon wrote:
             | Those are toys.
             | 
             | Nobody needs an Xbox, but they need a phone.
             | 
             | Also, there are 10000 gaming options (many fully open!).
             | There are only two phones.
             | 
             | The iPhone is the internet and the computer for most
             | Americans.
             | 
             | Increasingly, all commerce is being funneled through iPhone
             | and Android. Tim Cook gets a cut of the videos I watch, the
             | art I buy, the donations I make, the banking I do, the
             | productivity apps I use, _fucking everything_. Slimy,
             | greedy assholes.
             | 
             | They were just in the right place at the right time. The US
             | government isn't going to put up with them having their
             | Berlin Wall. They do not get to do that.
             | 
             | Computing != Tim Cook's bank account.
             | 
             | So stop defending these extortionist gas-lighters.
             | Computing and the internet aren't supposed to work this
             | way.
             | 
             | Thank you.
        
         | [deleted]
        
       ___________________________________________________________________
       (page generated 2021-06-25 23:00 UTC)