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Game Developers Then vs Now

Game Developers Then vs Now

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Game Developers then : "I coded Rollercoaster Tycoon entirely in Assembly so it can run on most machines." "We made a shooter game that only takes up 97,280 bytes of space." "Try out our new game! First few levels are free shareware!" "Minimum requirements? So long as your computer can turn on." Triple A Game Developers now : "Sorry, we can't work on fixing the game. One of our employees keeps stealing breast milk from the female employees" "Our game is 500GB. You don't need to play any other games, right? Also there is a 50GB update patch." "Optimization? Just get a better PC bro. You need at least Next-gen to play without our game crashing." "Our singleplayer game is always-online. Because fuck you, that's why." Yet I know triple developers are envious. They're also much you can fit in a chipset.
What it means

A two-part Wojak comparison contrasts old-school game developers with modern AAA developers. The top panel portrays efficient, inventive games with tiny file sizes, generous shareware, and minimal hardware requirements, while the bottom mocks bloated 500GB games, huge patches, poor optimization, crashes, and always-online single-player requirements. It is shared as a sarcastic reaction to the decline of PC game optimization and consumer-friendly design. EN: A two-part Wojak comparison contrasts old-school game developers with modern AAA developers. The top panel portrays efficient, inventive games with tiny file sizes, generous shareware, and minimal hardware requirements, while the bottom mocks bloated 500GB games, huge patches, poor optimization, crashes, and always-online single-player requirements. It is shared as a sarcastic reaction to the decline of PC game optimization and consumer-friendly design.

Who
Objects
Tags
Source
Template
Wojak comparison
Type
image
Size
800×778 · 117.7 KiB
Mood
sarcastic, frustrated
Language
en
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