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Armchair critics...


KAZ

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Since trying to learn programming for the Atari 2600, I have a much better appreciation of the effort/knowledge it takes to make a video game (even the "bad" ones).

 

In another thread, I heard people criticizing the sound effects in Atari 2600 games such as Pac-Man, Smurfs, ET, Freeway, or whatever.

 

Fact is, I won't be criticizing ANY video games until I firmly understand what you need to know to program them, especially Atari 2600 games. How would I generate a sound effect like the opening tune in Atari 2600 Pac-Man? I frankly don't even know, but I hope to know sometime in the next few months, as I study more about assembly.

 

Now there are several for-real programmers who are on these message boards. Thomas, Dan Boris, Nukey Shay, and NE146, and others...

You guys have the right to criticize ANY of these games, because you probably have made better ones yourselves.

 

For example, you could demonstrate, through principles in assembly, that the maker of the 4k Pac-Man for the 2600 could have easily done this or that to improve on their game, but took the "easy" way out just to release a game and make a profit.

 

I'd say the same thing about movie critics, music critics, etc. etc.

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On one level I agree with you KAZ - it’s all too easy to criticize without being constructive - avoid being subjectively critical - suggest a solution or alternate methodology with your criticism is ALWAYS the best way...

 

But like many things we can all be objectively critical without being able to do the thing we criticize, I can taste a bad wine, or poorly prepared food...

 

I am trained to analyze and deconstruct films, to be critical of them, yet I cannot make a Minority Report.

 

Criticism does not only belong to the closed circle of exponents of a skill, but to the consumers of their product too - if it fails to meet expectations or fulfill the potential it set out to.

 

Take 2600 Pac man - its awful, on every level - despite the fact it was rushed to market I can say it’s a VERY poor product. If the programmer had been granted access to the arcade data, a more reasonable ROM size maybe and the time to do his work properly then it would have been (I am sure) a very much better port.

 

So whilst I am critical of it I understand why it is the way it is, but it does not change my opinion of the finished work...

 

sTeVE

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Agreed, with both of you. :)

 

Before you critizise, you need background information. Having special knowledge helps, but is not necessary.

 

The Pac-Man example:

The game is bad, technically (flicker) and gameplay also. Even without understanding programming, you can still compare the game with other games.

 

But you shouldn't critizize the programmer, because he had to rush this thing in 6 weeks. So knowing that, you can critizize the people at Atari, who forced him to do so.

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well... as being a professional product manager i can give you just one

answer which is true...

 

the only people who decide weather it is a good or worth game are the customers who buy our games... simple answer and very obvious but sometimes we publishers think we can push a crap game...but if it is crap...it is...but how many crap games (from programmers or my point of view) are bestsellers. take f.e. myth...or any other casual game (moorhung in germany or the sims...)

 

there is only one instance... the market...

 

hve

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