I always felt Starcraft: Brood War was a near perfectly balanced game worthy of preservation.
Hoping someone undertakes a formal study of game-balance and economics in various strategy games (to help us make better games).
The interesting thing is that the first-striker's failure implies that the opponent had built himself up enough to survive the first strike. Which implies that their economy was not vulnerable to the first strike, and might also be capable of launching a second-strike soon.
As a kid, I never really _understood_ decisions like Pearl Harbor -- classic first-strike/second-strike tradeoff example -- until I played this game.
Some of these projects like Alone in the Dark and UnduneII are incredible.
The forum post for UnduneII has lots of info on it's creation:
I am not sure but I think that the developer changed the game title and the platform.
Correct, the wiki page you linked actually mentions this:
> It was developed in 2002, and was due to be released in Fall of 2005. It was never released, and instead it was replaced with a brand new game, Retro City Rampage.
Here is the game in question:
Retro City Rampage did actually get "retro system" releases -- for DOS and Windows 3.1.
(There was also ‘Driver’ for GBC.)
This concept of continued developement is incredibly intriguing to me
There are opensource reimplementations of many of such classics anyways. Civ games definitely pass the test. The classic Doom style boomer-shooter, the mario-style platformer, the Arena-style Quake3 shooters also have many opensource reimplementations. Some may not be rule-for-rule bug-compatible reimplementations, but they're definitely "close-enough" variants of the game that scratch the same itches and could be picked up quickly by a player who enjoys the classic.
What's more surprising are the giants of gaming that don't get this kind of treatment. Like, there are reimplementations of classic RTS games like Warcraft 2 and Red Alert, but the but the art in these games are all asset-rips. You don't have something like Xonotic or Unciv that rebuilds the game fully from scratch. The only RTS game to get that treatment AFAIK is Total Annihilation thanks to Zero-K and Beyond All Reason.
Ownership is the first one. Who owns the code. Take something recent done with an unreal engine. Who owns that code? Most opensource licenses are very clear on who owns it as they are using copyright and contract law to back it up. The bits the dev added clearly are the studios code. But what about unreal that is fairly clearly not theirs to decide on. Then plugins they buy, those companies may or may not want to open source their code as that is what they sell to stay in business. You could make a case 'what about that 25 year old game'. Well that is interesting too as you still have to get owner approval. Yet the owner may not even know they own it. As the legal bits were long ago forgotten in some lawyers bottom filling drawer. Or for that matter want to pay someone to fixup that legal mess.
That is assuming they even still have the code. When a company goes into 'sell everything' mode. They are not always very careful to keep that sort of thing around. They care more about 'these 20 chairs can get me 50 bucks a piece, and there are 30 computers worth 200 each' not what is on them. Most of the old code dumps we have access too are from companies that did care or someone who pack ratted it away in their desk drawer at home, or someone was sloppy with their security.
Then on top of that. Many times before 2000 there was no real source control. Some companies did it. But many did not bother. It was a folder on 'jims' computer that was the golden copy. Then there is the idea of heritage. You made a game. But you made 6 games since then, each one building on the previous one. Would giving out that code mess you up somehow today?
There are also those who can do all of those things. They just do not want to. This is the thing they sell. They are not going to give it away, at all.
On the other hand, you have chess, poker, monopoly, etc. These games persist unchanged for decades, sometimes centuries.
Obviously the transience and rapid development of software is a major factor. But it’s interesting to ponder what a persistent digital game would look like.
I suppose Tetris is probably the closest example I can think of.
To my mind, the non-transient part is that these old games have clear successors that hew very close to their original form that still draw new players. If you want to play Quake, you will find a massive number of games that play very very close to Quake and have active playerbases.
Most of the games I play are ten years or older. Admittedly lots of games that I never got around playing as a child. Also, retro gaming is huge.
With gog.com it is pretty easy to play old game⌊. Though many more modern games might get lost forever because they require access to certain servers. We need legislation that forces publishers to open source games including the server-side code once they stop supporting them.
Those hosts cater to people who expect a few friends' worth of traffic, and have little incentive to optimize for the Hacker News Hug that is honestly unlikely to happen.
Can you find an affordable host that could scale to big traffic? Sure. But that takes time to research, and they payoff might not be there for most people.
(stealthgoat.com if anyone is curious, I just started blogging again after many years of meaning to, currently just non-tech stuff.. kind of just my personal notes I felt like sharing with the world) :)
Please can you continue with the Deus Ex series, the three games with their Cyberpunk storylines and tech futurism/pessimism are a real gaming treasure.
It would be a shame for the franchise to just become another IP asset gathering dust.
"8 Bit Civilizations (working title) by Fabian Hertel is a impressive fan remake of the classic for the Commodore C64."