Interview with RollerCoaster Tycoon's Creator, Chris Sawyer (2024)
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Re: Interview with RollerCoaster Tycoon's Creator, Chris Sawyer (2024)
#2Re: Interview with RollerCoaster Tycoon's Creator, Chris Sawyer (2024)
#3Is the most interesting quote IMO. I often feel like productivity has gone down significantly in recent years, despite tooling and computers being more numerous/sophisticated/fast.
Re: Interview with RollerCoaster Tycoon's Creator, Chris Sawyer (2024)
#4> It actually took a lot longer to re-write the game in C++ than it took me to write the original machine code version 20 years earlier. Is the most interesting quote IMO. I often feel like productivity has gone down significantly in recent years, despite tooling and computers being more numerous/sophisticated/fast.
I think the real constraint must be market timing - as much work as people can do to meet the market (eg. Have the thing done by Christmas), that much will end up being done.
Re: Interview with RollerCoaster Tycoon's Creator, Chris Sawyer (2024)
#5The indie ethos, before it was even a thing (or in the very early stages).
Re: Interview with RollerCoaster Tycoon's Creator, Chris Sawyer (2024)
#6> It actually took a lot longer to re-write the game in C++ than it took me to write the original machine code version 20 years earlier. Is the most interesting quote IMO. I often feel like productivity has gone down significantly in recent years, despite tooling and computers being more numerous/sophisticated/fast.
Expanding the quote because the word "team" is probably relevant to why it took longer to rewrite. At a certain scale there just is a huge advantage in everything being inside one head...
Re: Interview with RollerCoaster Tycoon's Creator, Chris Sawyer (2024)
#7> It actually took a lot longer to re-write the game in C++ than it took me to write the original machine code version 20 years earlier. Is the most interesting quote IMO. I often feel like productivity has gone down significantly in recent years, despite tooling and computers being more numerous/sophisticated/fast.
> it took several years and a small team of programmers to re-write the entire game in C++. It actually took a lot longer to re-write the game in C++ than it took me to write the original machine code version 20 years earlier. Expanding the quote because the word "team" is probably relevant to why it took longer to rewrite. At a certain scale there just is a huge advantage in everything being inside one head...
In this case, they probably were trying to not just rewrite but improve the engine at the same time. That's a much more complicated thing to achieve. Especially when the original is a heavily optimized and probably somewhat hard to reason about blob of assembly. I'm guessing that even wrapping your head around that would be a significant job.
Amazingly enjoyable game btw. Killed quite a few hours with that one around 2000.
Re: Interview with RollerCoaster Tycoon's Creator, Chris Sawyer (2024)
#8The spirit of this game lives on now in OpenRCT2 [1] - which brings the game into the modern age and is backwards compatible with all the scenarios from the original. It even features multiplayer park building.
Re: Interview with RollerCoaster Tycoon's Creator, Chris Sawyer (2024)
#9This game _is_ my childhood. Spent countless hours one summer doing every scenario, learning all the little easter eggs (Michael Schumacher on the Go karts anyone?). The spirit of this game lives on now in OpenRCT2 [1] - which brings the game into the modern age and is backwards compatible with all the scenarios from the original. It even features multiplayer park building. [1] https://openrct2.io/