[HN Gopher] "Atari Was Very, Very Hard" - Nolan Bushnell on Atar...
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       "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.
        
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