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Old 07 July 2005, 09:03   #12
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Join Date: Dec 2001
Location: Australia
Posts: 1,961
Originally Posted by Unknown_K
Finished complete playable games require both artists and programmers working as a team. The bedroom coder can probably make some nice demo's or cool graphics but for a complete game they don't have the time and resources to spend on the project (look at how many companies that make nothing but games and have the resources needed release shit you never wanted to play).
That's a mindset that's more common amongst modern day coders, which is justifiable when you consider the large, mostly 3D games that are undertaken for today's platforms. However, we're talking here about small, homebrew projects for retro platforms like C64, Amiga, SNES etc. Quite a few games (even on more expansive retro platforms like the Amiga and Atari ST) were coded by just one or two guys working out of their bedrooms or garage/shed. A lot of past demo coders actually went on to become full-fledged commercial games coders. Without the exposure the commercial software houses may have never shown any interest in them. Talented guys like ZZKJ actually coded pretty much 100% of their games, even in the latter days of Amiga despite software houses preferring team projects so they could make bigger games and/or get games out the door quicker. Having said all this, even now with the lack of time people generally have, the success of homebrew projects may be more likely if teams undertake them in their spare time. As Cody said, good organisation and the net will probably go a long way to circumventing some of the difficulties that teams may have had in the past (e.g. proximity, limited team sizes, disinterest etc.).

Most retrogamers I have seen just use an emulater and "roms" you dounload on the net for free. These people don't bother with anything non commercial (unless its a hack of a comercial game ported to their system) because they have an almost unlimited supply of free games. The culture has changed so that creating content is not as good as being able to rip somebodu elses content. The world is breeding consumers not inventors.
More true of retrogamers that are too young to have experienced the machines, games or times associated with the heydey of retro platforms. This is where forums like EAB are instrumental in "educating" or "giving exposure" to non-commercial retro games. Retrogamers who aren't completely lazy and are a little bit curious tend to stumble across forums like EAB and find out about the cool homebrew games (new and old) that are available. Obviously magazines like Retro-Gamer have a greater impact when they publish articles about homebrew games with URLs or whack them on their coverCD together with emulators for readers to try out.

I guess the other thing to consider is that Europe in particular has always been a greater breeding ground for retro coders than the USA or other places. For instance, the demo scene has never been all that big in the USA from what I've been told, yet the demo scene has always been large and vibrant in Europe for current and retro machines. Your views are probably more reflective of the retro scene in your side of the world.
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