[HN Gopher] Joys of Small Game Development
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       Joys of Small Game Development
        
       Author : ingve
       Score  : 90 points
       Date   : 2023-10-07 06:08 UTC (16 hours ago)
        
 (HTM) web link (abagames.github.io)
 (TXT) w3m dump (abagames.github.io)
        
       | justinlloyd wrote:
       | Read it. I cannot say whether the concept of a manifesto for
       | small games is a worthwhile endeavour. It sounds like an
       | ideology, a stricture on creative thought, and then you start the
       | endless debates as to what qualifies, and audiences bifurcate
       | into "but what does it _mean_?"
       | 
       | That said, I like to make what I have often referred to as "$10K
       | games." If I was being paid a realistic hourly rate to implement
       | an idea, what could I do for $10,000 USD? $10K is one month of
       | household burn rate (for me), and so I can aptly weigh the
       | decision of "outsource this or do it myself?" It gives a very
       | clear budgetary limitation.
       | 
       | And sure, you could "work for free" or "get a friend to help out
       | for a pizza" or "well if someone in a LCOL country could do it,
       | that's like two years worth of income."
       | 
       | But we would be arguing pointless nuances at that point.
       | 
       | The question is "could _I_ implement this idea for $10K, if I
       | were being paid the $10K? Would _I_ be willing to set aside all
       | other possible endeavours to work on this, if _I_ were being paid
       | $10K for it?"
       | 
       | And so we get in to how to make a game that has a definite end,
       | that somewhat fulfills the ideal of the small games manifesto,
       | but still gives you enough creative freedom to achieve your goals
       | whilst still shooting yourself in the foot by spending too many
       | hours tweaking the individual pixels in a piece of artwork.
       | 
       | A $10K game, for me, could be a day's worth of work writing code
       | and $9000 worth of outsourced artwork to make it beautiful. Or it
       | could be two or three weeks of intense labour, flying solo,
       | creating the art, music and code because you simply need that
       | itch scratched. The game then becomes secondary to the importance
       | of the creative endeavour itself.
        
         | usea wrote:
         | $10k budget is no less arbitrary than anyone else's definition.
        
         | TerrifiedMouse wrote:
         | Only read the first page but is this a manifesto? I read it
         | like a guide on how to start programming (what the author
         | considers/calls) small games for fun. It's just guide, you can
         | do whatever you want. If something isn't working for you just
         | deviate from it.
        
         | bobthepanda wrote:
         | The Tao that can be told is not the true Tao.
        
         | sillysaurusx wrote:
         | I love how you quantify your burn rate. I've been living off
         | savings in much the same scenario. Mine is $6k.
         | 
         | Do you want to compare notes? I'm really curious to ask for
         | details on where your burn rate adds up. Mine is half mortgage
         | at around $2700/mo, but I've been surprised and a bit dismayed
         | that an additional $3k per month seems inevitable. I've been
         | trying to trim it as much as possible while still living life,
         | but a lot of it is just... life things.
         | 
         | It's ok if you don't want to go into details.
        
           | justinlloyd wrote:
           | I would state it in person, but not on an indelible public
           | forum.
           | 
           | In descending order of expense: Insurances > food > mortage >
           | utilities > rent > hobbies > travel > cleaning > maintenance
           | > takeout.
        
         | meheleventyone wrote:
         | TBH this sounds like exactly the same thing it's just you've
         | put an economic lens on it. Has all the associated problems
         | with bike shedding and 'what does it mean'.
        
       | ckmiller wrote:
       | This appears to be by Kenta Cho, a.k.a. ABA games, who has a long
       | history of writing wonderful small games in D. His work is well
       | worth checking out. https://www.asahi-net.or.jp/~cs8k-cyu/
        
         | silenced_trope wrote:
         | Yes! I know this guy's work.
         | 
         | I haven't visited this site in years though. I wonder if mobile
         | games are the reason why. I stopped playing a lot of
         | web/flash/html5 games a long time ago when gaming (for me)
         | moved to the app store.
         | 
         | But I recognized the name and remember playing a lot of these
         | games back in the day.
         | 
         | I always thought they were delightful. Building off a single
         | game mechanic or two and then moving on to the next concept.
         | The dev has a good system in place for shipping :)
        
         | jncfhnb wrote:
         | I feel like HN is on a kick right now with this concept of
         | "small games".
         | 
         | But folks are tripping over the definition of small. There's
         | the small as defined in the link you have, small as in low
         | mechanic and low content like "Gone Home", small as in asset
         | flips, small as in just not AAA, small as in really intricate
         | but not large, small as in procedurally huge but limited
         | visuals and simple mechanics, small as in just a dating sim or
         | porn, and then small as in old school "small games" like Doom
         | Guy's Commander Keen which is cute and good at the time but
         | laughably unpolished for todays standards.
        
           | TulliusCicero wrote:
           | I assumed small was referring to how much time/effort it
           | takes to make them.
        
           | bobthepanda wrote:
           | Since the beginning of the industrial era, people have been
           | looking for side artisan-gigs to distract from how droll
           | their day job is. This isn't particularly different than
           | woodworking, gardening, knitting and the legion of other
           | hobbies used for this purpose.
        
             | mejutoco wrote:
             | I do not think at the early industrial revolution people
             | looked for artisan-gigs, considering the hours, child
             | labour, and general lack of safety.
             | 
             | Happy to be proved wrong, I find that period very
             | interesting.
        
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       (page generated 2023-10-07 23:00 UTC)