If you’re interested, I worked for a short time on Daikanana and have some thoughts on this topic, some of which match up to themes in John’s book. I think Phil made the best game he could. Others like me went off and wrote their own engines and stuff, others joined the ranks of the studios. The void I think you speak of was when XNA died, MonoGame wasn’t quite there yet, people jumped to Unity and it took them awhile to get up to speed in it. I do think Fez, the game, the wonderful spectacularly clever game, was the indie equivalent of a Mario brothers hit. Did he say some things that were not in alignment with my worldview? Yeah, sure. Was Phil Fish insufferable? I don’t know, never met him. How many times you going to feature Jonathan Blow? Indie games not on magazines says more about the indie games at the time, nothing more. I think the media loves a juicy meltdown story and tried to make him a scapegoat for the indie game industry going mainstream. I’m more aquatinted with the programmer Renaud from back in the days. I think the stress of it all got to him and now he does other things. I think Indie Game The Movie took a lot of liberties to show him a certain way. Though at this point in time it might already be too late for this to make sense, since the amount of detail a modern video card can produce is insane. Render the hell out of those sprites at ultra high res and levels of detail, and try to make a sprite game that uses sprites because even a GTX 4090 couldn't render that in real time. I think what would be more interesting is not to imitate the exact state of technology in the 90s, but try leaning into the same approach with modern tech. The sprites were a means to the end of rendering units with more detail than 3D tech of the time allowed, not something that in itself was appealing. This meant sometimes I couldn't tell if the game was buggy and my units were looking the wrong way, or the sprite system just wasn't able to display their true state. The sprites meant that I couldn't correctly perceive the rotation of the units, since there were so few angles available. Even back in those days I clearly saw them as a limitation to be tolerated. I played that quite a lot.īut I guess I never developed the nostalgia for the technical limitations of the time. That looks like the same engine Warhammer: Dark Omen used.
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