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>My first games involved hand assembling machine code and turning graph paper characters into hex digits. Software progress has made that work as irrelevant as chariot wheel maintenance.

Given the importance even today of understanding assembly compilation towards low level game performance, I'm surprised he'd say this. It wasn't rendered obsolete, it was abstracted away from most of the stack. Meanwhile you need to understand assuembly even more intimately to look under the hood of a modern day game or game engine. esoteric does not mean outdated.

>AI tools will allow the best to reach even greater heights, while enabling smaller teams to accomplish more, and bring in some completely new creator demographics.

Okay, I'll believe it when I see it. You said the same about Oculus. I'm not even doubting that VR will evolve to a revolution one day. But technology's march can be slow at times.

And that's one of my top 3 problems; I think like VR's hardware barrier, AI is hitting barriers on how iterations with LLMs work. It seems industry's been brute forcing it and we clearly hit a wall already. But we haven't rethought the approach yet. We're just promising and prpmising.

>there will be far better exemplars of the medium still created by dedicated teams of passionate developers.

Depends on how legal proceedings go. At least Quake is Open Source and kinda free ( I think). The vast majority of games probbaly won't let you train that easily. They spent decades making it as hard as possible to back them up, after all.

>“don’t use power tools because they take people’s jobs” is not a winning strategy.

If industry is going to fire you anyway, it's the only move. If industry worked on fostering workers instead of replacing them, they wouldn't be worried. Instead it's finally starting to unionize to protect itself.




I'm more confused but why seems to be ignoring (or just being modest?) the technical feats of Quake and Quake 2 and (what I read to be) some sort of "well we just somehow made it work, but the game development (maybe artistic) was the thing" - and I mean, he wrote them - but for Q1 and Q2 working so flawlessly, not crashing, good netcode... for the huge amount of multiplayer I think the revolutionary tech was more important than the art style, even if it pains me to say it. We also played it long after better looking games had come out.

I doubt you'd get the easy moddability into an engine with AI, one of the huge points for the longevity.




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