[HN Gopher] "Atari Was Very, Very Hard" - Nolan Bushnell on Atar... ___________________________________________________________________ "Atari Was Very, Very Hard" - Nolan Bushnell on Atari, 50 Years Later Author : bookofjoe Score : 76 points Date : 2022-06-27 19:45 UTC (3 hours ago) (HTM) web link (www.howtogeek.com) (TXT) w3m dump (www.howtogeek.com) | psim1 wrote: | > HTG: So let's go the opposite way now. What did you do "wrong" | at Atari that people could learn from today? | | > Bushnell: I think that I--how do I put this without sounding | like an asshole? I put up with incompetence more than I should | have. I should have been quicker to fire. | | I feel two ways about this. You need to give people time to grow | into a role and time to get really good at it. But you also need | to watch closely and make sure that growth and expertise are | occurring, and if not, get better people in. This is delicate. I | think most orgs err on the side of grace. And the ones that err | on the side of "asshole" and just do a lot of firing are also | doing it wrong. | adam_arthur wrote: | Having a fire fast culture creates a stressful atmosphere. | | It's better to have high standards to begin with to avoid | needing to fire people. If you're firing a double digit percent | of your hires, there's something wrong with your hiring | process. | | Most companies use metrics that are weakly correlated with | success on the job. When you've hired dozens of people, who | will be successful or not becomes quite obvious. | AceJohnny2 wrote: | > _It 's better to have high standards to begin with to avoid | needing to fire people._ | | Which leads to the job interview system that doesn't satisfy | anybody either. | adam_arthur wrote: | The tech interview system employed by FAANG is an example | of a weak correlation style interview. Actually the | structure of the interview is mostly fine, but the criteria | being judged is usually off. | | 1) Questions should be structured such that they're modeled | in a real world context, and somewhat close to the nature | of the type of problems your company/division solves. | | 2) For most companies, coding ability and quality is more | important than CS theory strength. Success on a coding | problem for these companies should be judged by pace of | coding and quality of solution, rather than time complexity | of the result. Run time complexity of an algorithm is | almost 100% orthogonal to ability to write high quality | code quickly, yet this is where 99% of the interview focus | is for most companies. | | That being said, if you're hiring somebody to design a | database storage system, sure, theory is more important in | that context. But 99% of jobs are not that. | | Can't tell you how many people I've seen join FAANG that | I've worked with who are actually quite poor performers in | a real world context. It's very easy to grind leetcode and | game the system as its structured. | | Its true too that at scale the correlation is probably good | enough to end up with a decent workforce though. But also | very easy to tweak judging criteria to be more highly | correlated to real world success. I've hired close to 100 | engineers, and its immediately obvious to me who will | perform well by how they carry themselves in the interview. | I pretty much don't even take into consideration whether | they reach an optimal runtime solution. One of the best | guys I hired couldn't even implement a tree | traversal/DFS/BFS in the interview | arinlen wrote: | > _I feel two ways about this. You need to give people time to | grow into a role and time to get really good at it. But you | also need to watch closely and make sure that growth and | expertise are occurring, and if not, get better people in._ | | I found the way you chose to frame this to be a bit disturbing. | You framed the employer as a passive watcher of a process where | they invest zero and provides zero input, except for the part | where they feel entitled to terminate staff for the sole sin of | not blossoming greatness in the vast desert of growth that was | your creation. | | How about this: if what you seek is growth and expertise, why | not explicitly nurture that in the environment you create? | manmal wrote: | I agree about culture & environment. There are people though | who barely manage to write fizz buzz, and I believe you | wouldn't want to pay them for programming work. | devmunchies wrote: | This was a good podcast with Bushnell where he talked about the | his personal backstory and founding of Atari. | https://www.acquired.fm/episodes/atari-with-nolan-bushnell | lostgame wrote: | Weird take; I wonder what an alternate universe where the Jaguar | didn't rival the Saturn in terms of difficulty to develop for | would look like. | | I'm aware this wouldn't have solved the other issues - such as | the desperate need for a 'Killer App', and - of course - the big | Sonic/Mario problem of the time, which was a major draw into SEGA | or Nintendo's camp. | | The system - as is - is probably way more capable than what we | were able to see from the software we got. | | I read that a ton of Jaguar games actually abused the sound chip | (I think this was it?) - which was a Z80, or something similarly | simple to develop for, and thusly some of the software was | literally using maybe 20% of its potential. | | The previously-mentioned SEGA Saturn would often be similarly | abused (though not _nearly_ quite as bad as running most of your | program code off the _sound chip_ ) where programmers would use | only one of the core graphics chips or only of the SH2's (or | both...) which resulted, of course, in much; much poorer | performance than the serious powerhouse the Saturn was during its | lifetime. | | Many PlayStation/Saturn ports of the same side by side make this | difference brutally obvious. (The Saturn DOOM port is, sadly; a | notorious example. It was Carmack's decision not to run it on the | 2 VDP's - to which he later acknowledged was a mistake.) | | The Saturn and Jaguar debacles _really_ woke up the industry a | lot to caring about developer needs - with documentation and | follow through with developer support so poor that even at-the- | time behemoth EA refused to support SEGA's next console, the | Dreamcast; in what would've been an unthinkable move 5 years | before. | | EDIT: after making some corrections, I realized on editing I | pulled all this info from memory; which honestly makes me one | hell of a geek, lol... | russfink wrote: | Some of the games appeared to not have randomness (eg PacMan | ghost patterns). Was this an intentional gameplay feature, or did | the hardware lack a suitable source of entropy? | Miraste wrote: | The ghost patterns in most Pac-Man gameplay are designed on | purpose, but the directions they turn when running from Pac-Man | once he's eaten a pellet are intended to be random. From a | broadly interesting look at the game's internals | (https://www.gamedeveloper.com/design/the-pac-man-dossier): | | "The PRNG generates an pseudo-random memory address to read the | last few bits from. These bits are translated into the | direction a frightened ghost must first try. If a wall blocks | the chosen direction, the ghost then attempts the remaining | directions in this order: up, left, down, and right, until a | passable direction is found. The PRNG gets reset with an | identical seed value every new level and every new life, | causing predictable results." | | I don't know how the initial RNG works (the source is available | online, but my Atari ASM skills seem to be lacking), but more | modern takes sometimes use a linear-feedback shift register, as | seen here: https://www.randomterrain.com/atari-2600-lets-make- | a-game-sp... | simias wrote: | I can't answer for Atari but I know that games from that time | would usually derive randomness from user input timings. There | simply wouldn't be a readily available source of (good) entropy | available otherwise and using a complicated algorithm to | harvest it and "mix" it would be prohibitively expensive. And | who cares for crypto-grade entropy in a game anyway? | | It's actually still common with much more recent games where | there are viable strategies that involve putting the RNG in a | known-state (for instance at init) and then performing very | precise actions to trigger a normally random event with 100% | certainty. Here's an example for Final Fantasy XII: | http://www.fftogether.com/forum/index.php?topic=2778 | | Basically the strategy is that by using a "cure" spell several | times in a row and looking at how much health it regenerates in | the game you can guess the position within the RNG output | sequence (that is fixed and resets when you power down the | console). Then when you know where you are you can plan your | actions knowing ahead of time what the RNG will output and | whether it'll be favourable or not. | | I believe that what you observed in Pacman was however due to a | primitive AI: each ghost would have a simple strategy and stick | to it, making them predictable and non-random by design. | nemo44x wrote: | Yes the movements in original Pac-Man were deterministic. | There were books published back in the day that detailed the | pattern you should take to beat each level. They were hard | codes paths. There were a few variations and the only thing | stopping you was your execution at higher and higher speeds. | I got to the point on a Nintendo DS port of it where I could | pretty much play forever (255 levels I think). | | Ms. Pac-Man didn't have this as the ghosts were not | deterministic any longer. | mikestew wrote: | Original, arcade cabinet Pac-Man got an update after a | while that eliminated the deterministic patterns. I'm sure | the owners of 7-11 stores across the U. S. rejoiced, as I | was one of those taking up space for quite a while for the | price of a quarter (of a U. S. dollar). | Lammy wrote: | "This is the heart of the game. I wanted each ghostly enemy to | have a specific character and its own particular movements, so | they weren't all just chasing after Pac Man in single file, | which would have been tiresome and flat." -- Toru Iwatani, Pac- | Man creator | | https://gameinternals.com/understanding-pac-man-ghost-behavi... | nsxwolf wrote: | The ghost behavior is the real genius behind the game. Even | if you don't realize it, your subconscious learns how each | ghost operates and longer you play the more you learn how to | exploit it. | [deleted] | 1vuio0pswjnm7 wrote: | "HTG: What is your favorite Atari game ever published by Atari? | Bushnell: Tempest." | GekkePrutser wrote: | > Benj Edwards, How-To Geek: Do you think the video game industry | has lost sight of any innovations from the early days of Atari? | | > Nolan Bushnell: A little bit. Remember that Atari was founded | as a coin-op company. And coin-op has this requirement that a | newbie has to get into the game almost instantly without reading | instructions. So the simplicity of onboarding is lost by a lot of | people right now. | | > HTG: If you play a modern game, you have to sit and wait for | loading, go through a tutorial, watch all the cutscenes, and it's | an hour into the game before you can finally play something. | | I don't agree there. Some games are still like this. "Arcade" | games are not the ones I like. I didn't like them when I had an | Atari 800 XL but back then there wasn't really much else to play, | due to limited system resources. | | But even back then I loved "Adventure", the idea of a whole world | inside that computer. Shooting endless waves of aliens had much | less impact on me. | | We have more types of games now, and some are approaching the | complexity of the real world. Some are still not. This is a good | thing IMO. | criddell wrote: | I mostly like shooters (like Far Cry) and skip every cut scene | I can. I wish games had an _auto-skip all cutscenes_ option. It | drives me nuts to have to skip more than one cutscene in a row. | Do they really think I'm going to want to skip three cutscenes | and then watch the fourth? | mattnewton wrote: | How do you feel about games like the original half life, | which mostly don't have cutscenes separate from the game, | just scripted events on rails you can observe? | supernovae wrote: | Regarding games "feeling hard" - I don't think video games would | have survived and flourished so well if they were all so easy | that you could plop a quarter in and just start playing. | | And even then, easy was in the eye of the beholder. As a kid, i | lost a lot of quarters wondering wth was going on in game and | Atari had more bad games than good games. To think i paid $60 USD | for Pole Position back in the day. I'd take Forza anyday over | that old road wiggle experience. | joezydeco wrote: | (nitpick: Pole Position was created by Namco. Atari was the | distributor in the USA) | keithnz wrote: | I remember having pole position as a cartridge for my Atari | 800XL, plug it in, turn it on, and instantly into the game! I | played that game a LOT. | supernovae wrote: | Pole position started that crappy trend of pay per time vs | pay per lives, but otherwise i did play that cart a lot too | :) | snorkel wrote: | Mobile games today seem to have Atari's "easy to learn, | difficult to master" design philosophy. | snorkel wrote: | (Which is also the title of a great documentary on Atari on | Amazon Prime video) | jrochkind1 wrote: | Bushnell suggests the opposite near the top of this interview, | that part of a coin-op game was exactly that you _did_ need to | let people plop a quarter in and just start playing! | | > Nolan Bushnell: A little bit. Remember that Atari was founded | as a coin-op company. And coin-op has this requirement that a | newbie has to get into the game almost instantly without | reading instructions. So the simplicity of onboarding is lost | by a lot of people right now. | | Which makes sense to me, of COURSE you have to be able to "just | start playing" if you wanted to get someone to put a quarter | into a machine they hadn't played before! | Natsu wrote: | The older arcade cabinets had instructions printed on the | cabinet itself and the game would generally show a sort of | demo screen giving you an idea of what you were doing with a | little bit of tutorial on them. | pixl97 wrote: | Yea, but in general that's 3 or 4 lines of simple text. | | Some of the RTS/simulation stuff I play these days have an | hour or two of tutorials to explain all the complicated | underpinnings of things occurring. | Natsu wrote: | Agreed, I'm just pointing out that not only were they | generally simple, they had controls & instructions on the | cabinets. | Waterluvian wrote: | My guess is that this was an era where an engineer did | everything and so game design (the act of worrying about | making a game fair, fun, intuitive, challenging, all in the | right balances) probably suffered (and perhaps didn't really | exist as a discipline for interactive digital games.) | phkahler wrote: | Yeah, they really missed that with I,Robot which made you | choose between the game and the ungame. If you just pressed a | button and oops! | rufus_foreman wrote: | The people who designed Williams arcade games apparently had | a different philosophy. | MisterBastahrd wrote: | Whenever people complain about the difficulty of Fromsoft | games, I just think back to the early days of Atari and the | pre-battery-save NES. No continues, you just go as far as you | can and if that's not good enough, you get to start from the | beginning until you get past it. | Trasmatta wrote: | There have been so many clickbait articles about how Fromsoft | games are "the hardest games in the world" or other nonsense | like that. That's never even been Fromsoft's goal, and it's | not even close to accurate. They're arguably not even the | hardest games of their type, Nioh is a lot harder from my | perspective, and its gameplay was largely inspired by | Fromsoft's games. | ryanmcbride wrote: | They're both hard for the same reason (to me anyway). | | The pain point in both classic games and fromsoft games for | me is the amount of time it takes to try something again. The | feedback loop is often so long that I get annoyed with how | long it takes to even ATTEMPT the part that tripped me up | again. | | Say I'm struggling with a particular screen in megaman, and | say that screen is maybe the 10th screen in a level. I get to | that screen, I die, I start back on screen 1. I now have to | go through all 10 screens again just to try the part I'm | stuck on. And then after a few tries I progress to screen 11 | and I die. I'm back on screen one again and the cycle | continues. | | Yes, this results in me getting really good at every part | before then, and it can look visually impressive once I know | the whole map because I have the whole thing memorized at | some point, but that takes a lot of time and I just don't | play games like I used to. I have the same issues with | fromsoft games, but it's actually better for me with classic | games, because they usually have the kindness to put a | checkpoint right before the level boss. But dark souls rarely | puts a bonfire within spitting distance of a boss. | | I didn't mind when I was younger, which is why I can 1cc | Castlevania and Sonic 3, but it's just not something I'm | willing to put the time into these days. And that's fine, I | don't think they should make the games easier or anything, it | just means I'm probably not going to play them. | | Edit: This is also why I don't really play competitive | multiplayer games anymore. I may have the time to put in to | get good enough to have fun, but I'm not willing to commit it | to getting good. | munificent wrote: | It's an interesting psychological design challenge. Games | are trying to do two things simultaneously: | | 1. Give you a deep sense of gratification when you succeed. | | 2. Keep the stakes low and make the game feel safe to play. | | Humans experience things in terms of contrasts, so the | easiest way to ramp up the gratification on winning is to | punish the player if they lose. | | But what punishments are available to a game? You could | imagine a game that demanded access to your bank account | and withdrew cash every time you lost. Or maybe it deleted | a random file off your hard disk. Playing would definitely | work up a sweat and give you a profound sense of relief if | you won. But it would completely undermine the sense of | safety needed to make a game feel like a _game_ and not a | job or task. | | Because of (2), most games can't really take much from you. | The main punishments they are able to mete out are: | | 1. Waste your time. Give you timers or cut scenes that have | to be replayed before you can jump back in. | | 2. Bore you by making you replay stuff you've already | played. | | 3. Destroy virtual items. If the game randomly generates | treasure, then losing it on player death can be | particularly anguishing because you don't know when you'll | get it back. | | But, really, that all boils down to wasting your time. | Because you can always get back that lost item if you grind | long enough. | | That means that the cost model for playing the game varies | widely based on player free time. Like you, I simply no | longer have a lot of free time that I'm willing to pour | into games. So, while I still like them, they're | effectively too expensive for me to afford. | imapeopleperson wrote: | Anyone interested in building hardware for modern pong? | [deleted] | mistrial9 wrote: | personal experience dealing with this &#$ _& ^$#@_# -- overall | rating, probably "proto-VC" is accurate, similar to other | primitive life forms. Definitely a taste for publicity, cant deny | that. | lukasb wrote: | _HTG: What did you do "right" in the early years of Atari that | people could learn from today? | | Bushnell: We did really good branding._ | | Yep, they were great at this, and that's why Atari is still | famous, rather than just the individual games. ___________________________________________________________________ (page generated 2022-06-27 23:00 UTC)