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Cake day: July 9th, 2023

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  • If I remember correctly, at the time Valve justified the 30% by pointing out that Apple was charging the same for music and video content. And Valve immediately started building value-added services like forums, updaters, multiplayer support, achievements, etc. to justify the price.

    If you compare what Valve was doing to the physical media distribution methods of the period, it was a MASSIVE improvement. Back then, you could sell 10000 units to Ingram Micro or PC Mall, or whatever, and you only got paid if they sold. And any unsold inventory would be destroyed and the reseller would never pay for it. And if you actually wanted anything other than a single-line entry in their catalogs, you paid a promotional fee. Those video games featured with a standup display or a poster in the window at the computer store? None of that was free; the developer was nickeled and dimed for every moment their game was featured in any premium store space.



  • Eh, I was there. The games were OK.

    The biggest change is that we put up with a lot more repetitive gameplay back then, just because that’s how games were and there wasn’t enough horsepower to make complex stuff.

    Today, you blow through a level of a modern first person game, or whatever, and see only a tiny fraction of what the game makers created for you. I played Titanfall 2 for the first time recently, and after playing the same level a few times, I noticed that a room that appears only briefly as you take an elevator past it has an extension cord coiled up on the floor. You can only see it if you look down as the elevator goes up, so you can see the floor of the room.

    Old games didn’t have the room for those kinds of indulgences.









  • A “stash” that is only accessible outside combat mostly preserves that balance, IMO.

    Most games come up with a range of ways to get around the problem, even when they do have a strictly limited inventory with encumbrance:

    • Zero weight quest items

    • Ability to run or fast travel while encumbered (FO4 selectable perk)

    • A pet or NPC capable of carrying your less valuable stuff back to the vendor for sale (Torchlight had this, did Diablo? I haven’t played in decades.)

    • Pack animals/robots

    • Portable vendors (Skyrim had a demon vendor you could summon once a day)

    • Bags of holding (or similar)

    • Warp chests (many chests with same contents/inventory around map)

    etc. ad infinitum. The fact that most games implement a variety of ways to deal with absence of an infinite inventory is kind of a tipoff that it’s more of a burden than a desirable aspect of gameplay. Most of these games are holding up a carrot (or several) to get you to pursue certain achievements just to reduce the monotony of inventory management.