Viewing profile — i_c_b
i_c_b
HN member- Joined
- Wed, Jun 02, 2010, 5:09 AM UTC
- HN karma
- 550
- Public activity
- 62 items
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About i_c_b
Recent public activity
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Comment #47778426
There are a lot of properties that game mechanics can have that make people invest in games. Legible rules, clear feedback, deterministic and discrete cause and effect, clearly und…
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Comment #47766977
(I'm a game designer, so I can't help but respond to this as a designer first, and not primarily a player) I wonder how much of the issue here is the rise of the abstraction of "ga…
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Comment #47617388
I worked on a couple of high profile FPS games during the era when designers really started trying to make these Potemkin village spaces off in the distance of levels to suggest la…
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Comment #46125320
Back in the late 90s, when I first entered the video game industry to work (when it was quite scruffy, countercultural, and populated by some pretty odd people), one of the first t…
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Comment #45395306
I really try to avoid anything about politics here, but I recall there already being a controversy about this back in May of 2024. Specifically, there were public comments from the…
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Comment #45197044
"But that's not how real life works at all, right?" How real life works is always a plausible interesting goal, but it's very often at odds with a bunch of other valuable goals for…
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Comment #45128982
A few years ago, I was feeling dispirited about being middle-aged and had come around to the conclusion that, at least when playing games, my general dissatisfaction and "meh" resp…
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Comment #44041384
I'm probably saying something obvious here, but it seems like there's this pre-existing binary going on ("AI will drive amazing advances and change everything!" "You are wrong and …
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Comment #43925677
I was in the game industry when we originally transitioned from C to C++, and here's my recollection of the conversations at the time, more or less. In C++, inheritance of data is …
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Comment #43154967
Hey, thanks! I ran myself ragged on that project, so that's nice to hear. And yeah, I think we really did nail a particularly kind of visceral experience.
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Comment #43151846
I was knee-deep working as a technical game designer + engine programmer on Soldier of Fortune when Half-Life came out. I can't put into words the impression that the opening that …
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Comment #41510143
I went to college in 1995, and my very first week of school, I was introduced to the internet, usenet, ftp, and netscape navigator. A few months later, I was downloading cool .mod …
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Comment #39874228
I never loved the original Far Cry as a player, but I did deeply appreciate it as a game designer. I was working as a game programmer and technical designer on a big budget FPS bac…
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Comment #37534580
Ah, yeah. If you go through the code there, Bryan had to change that file in quite a few places to implement crouch sliding. Nick Maggoire is an animator. Super nice guy. No inside…
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Comment #37532115
Thanks! That's really cool to hear, 20+ years later. I actually did all the effects work on the weapons (muzzleflashes, smoke, explosions, bullet holes and surface sprays, and all …
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Comment #37531867
Thanks! I've been thinking a lot recently about maybe getting some of my own stories down. The late 90's were a really fascinating time to be in games. And I loved Masters of Doom,…
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Comment #37531831
I ... hmm. My memory is really, really dusty on that. I remember I had a handful of conversations with Bryan Dube during development about Q4 deathmatch. He was a super sharp game …
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Comment #37529744
Well, as I say, I'd been meaning to look into this in more detail because it's something I'd been long curious about. But I don't think I have time right now to dig into it.
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Comment #37529283
Wow. This post gave me emotional whiplash. I opened the collection of links, which is quite good if a bit old. But then I had a subconscious mental itch, and thought, wait... where…
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Comment #37422351
I'm not exactly up-to-date on current techniques (I've been out of AAA game making for a while now), but here are some general observations that might be useful. Way back during th…
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Comment #37383691
Andre LaMothe's prior book, Tricks of the Game Programming Gurus, was literally life changing for me. I was in my late junior or early senior year of high school when it came out. …
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Comment #36753253
For anyone who wants to give LOGO a try, there's a really nice browser-based, javascript-implementation live at https://calormen.com/jslogo/ . Source for it can be found at https:/…
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Comment #36343596
I think there's a couple of orthogonal issues here. One of them is the nature of interactivity in the levels themselves. There's a spectrum between having a game grammar made of di…
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Comment #36340508
You can read Carmack's .plan archive from 1996 here, if you're so inclined: https://github.com/ESWAT/john-carmack-plan-archive/blob/mast... It's a _fascinating_ snapshot into Quake…
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Comment #36340388
That's sort of how things ended up, but I don't think it was the intention. Doom and Doom2 were (and are) magnificent single player and co-op games, if you like that sort of thing,…