Devilution – A web port of the original Diablo game
diablo.rivsoft.net
diablo.rivsoft.net
https://www.reddit.com/r/Nox/comments/bkvc0s/nox_in_a_browse...
Even multiplayer works. Insane amount of work.
I highly recommend at least trying the campaign (not the "Quest" mode). It's like a faster Diablo.
It's under active development, and sometimes the initial download can't complete on my crappy connection.
That was one of the best online battle-arena style games I have ever played even to this day. The ladder system was awesome. Games were fast paced, you could pop in and out as you pleased
I loved how different the classes were. CTF maps were all sorts of chaos, all these little battles happening all over the place. Stone fists falling from the sky, warriors randomly charging through choke points, wizards spawning walls and annoying teleportation traps, the devious chuckle of an ember demon, the foreboding gong-chimes of Force of Nature spam, and the satisfaction of a Death Ray one-shot.
But the first question that springs to my mind when I was reading the web page, what happened to Shareware? 30 days trial.
We used to have games that we could play a little to decide whether we want to buy it. Now it is like a money bet hoping for the best.
A random game I have up in my queue on steam: https://store.steampowered.com/app/1101660/Cooking_Trip_Back...
Do you really need a demo?
Today is a much better time. I can go to YouTube or other places to actually see gameplay before I buy. I used to have to buy GamePro and read to figure things out.
But with shareware you often went in blind, especially once CD-ROMs became a thing (attached to magazines) with dozens if not hundreds of shareware games and applications. The culture was one of browsing and trying stuff out.
Nowadays it's more about being able to build up hype and brand / name awareness over time, with peak moments being e.g. the E3 conference. More recent even is streaming on Twitch and let's plays on youtube, allowing people to see the game before buying it themselves. And of course there's free-to-play or low cost games with in game purchases and/or live services.
I pretty much only buy Steam games on sale now, not (just) because I'm a skinflint, but because I've learned the expensive way that I'll uninstall most games within half an hour or so or starting them. Even well-reviewed ones. Even ones that won Game Of The Year.
Of course, obvious side-effects of advanced fogeydom include having less free time, being harder to impress with novelty, and losing the reflexes needed for some genres.
Nobody questions whether I "like books" when I say The Lost World was a lackluster sequel to Jurassic Park, right? Because there is no expectation that somebody who enjoyed one particular book should like every book, even within the same genre or franchise.
Just because one "likes books" does not mean that they should be forced to suffer gleefully through turds like Dr. Phil's "Self Matters".
And I don't quite understand why "reviews not covering the aspects of a game which determine my enjoyment of it" means I don't know my own taste.
We see things like "10/10" in magazines for mediocre AAA games.
I really only trust user-generated reviews from Steam and GoG to be impartial. Console gaming is a crapshoot.
The tl;dw version is that gamers, by and large, tend to disparage media outlets for giving poor ratings to games that aren't already widely disliked by the hive mind. It comes from the perspective of someone who does unbiased VG reviews, and I think it raises an interesting point that might otherwise be overlooked. (Of course, payola should certainly not be discounted as a factor.)
I think it's partly due to the massive drop in software prices (even a high end game can be had for $20-$30 if you catch it on a Steam sale, compared with $85+ in y2k dollars) so people just buy the software. Also many online stores have very liberal return policies so some people buy-then-refund just to try things out.
When I was a kid, triple-A games were around $80.
Now triple A-games start from $80, with special editions costing more.
Every now and then I see a sale on a game I'd been meaning to buy, but when I go to purchase, I see the base game for $40, and the 'full game' $70 (down from $100-$120).
I haven't bought a game from a bricks-and-mortar store since Diablo 3 came out.
Before they were all converted to GameStops here (USA), as a joke I used to call the chain "Mo-B Games" because of the resemblance of the E in the logo to katakana 'mo' (モ).
AU$80 in 2000 -> AU$128.38 in 2019
> Stop buying from EB Games then
Steam: Buy Call of Duty: WWII - Digital Deluxe. Released almost 2 years ago. 99,99€ = AU$163.42 (I'm in Europe at the moment. Anyone got an Australian price on this to prove me wrong?)
You could even both play half the game in single player and then swap discs, but I'm not sure that really was the intention.
Edit: I'll generally read reviews for games and if it's interesting I'll watch people play it. That combo has been similarly effective to demos for me.
And of course there's always piracy.
The business models have kind of exploded and it really depends on what kind of game you are talking about.
Now with widespread internet access shareware as physical distribution just doesn’t matter anymore, and we have a wealth of ways to determine if a game will be something you like - countless review sites, YouTube, Reddit, etc, etc.
Shareware arguably just doesn’t work all that well either in such a crowded modern gaming marketplace. There are thousands upon thousands of indie releases every year now, compared to the relatively trickle we got in the peak shareware days. With the extensive support tail modern software typically has (no more ship it and it’s done really, especially with network features...) the large number of players who would never upgrade to the paid version would still be a significant expense to support in many cases too. Commander Keen never had to worry himself with online cheat patches...
I think a much more convincing argument can be made that the shareware business evolved into the F2P nonsense we have now - it’s like shareware but without the hurdle of extracting money by a traditional up front price that better fits, rightly or wrongly, the current consumer expectations of software pricing.
Do you think the game would have had the same staying power if it was harder to cheat?
Diablo 1 had... I don't really remember. What did I do sinking hundreds of hours into the game?
PC gaming was very different 20+ years ago. It's not like there was social media chatter about how you had to check out this game with all the cheating and whatnot (maybe people did that on Usenet or something but I wasn't savvy enough to know about Usenet, and I'd argue the majority of new internet users coming online in the mid-late 90s weren't either). There was also no Google, YouTube, etc. to research games to buy - I'd buy a game based off the box art/marketing, or occasionally I'd buy a PC gaming magazine and see what they reviewed. Or talk to my friends and see what they've been playing. I'd also play the hell out of games I bought, partly because I had a longer attention span back then (I think we all did) but also because I'd rarely buy a new game, and we weren't exactly drowning in amazing PC games - there were no Steam backlogs back then calling out to you to pick up a new game the moment you got bored.
In short I don't think people were buying the game based on the cheating aspect. But I do think the cheating gave the multiplayer an unknown quantity that improved replayability and perhaps made it culturally memorable (it seems a lot of people remember the "duping" in here especially). Even so I think there easily would've been a Diablo II even if there was no cheating in Diablo.
I'm quite confident that JavaScript/Web runtime will be sufficiently maintained for decades to come -- HTML websites from early 2000s run the same now as they did 20 years ago. The same can't be said for Windows runtimes.
So please, port everything you can to Web. It's the best way to preserve old stuff.
Well, apart from the tens of thousands of flash games and videos that are being killed off as we speak.
Lots of Shockwave Era stuff getting lost though I agree. Also flash games that require a server backend
Once it has been removed, legacy websites hosting flash media won't really be able to fund themselves, so I imagine in the absence of a large archiving programme, we'll just lose it all.
Simply download https://d07riv.github.io/diabloweb/spawn.mpq and drag/drop the file onto the start screen to play.
Edit: Same in Firefox
- HR in an alternate universe
Which appears to reference source code here: https://github.com/d07RiV/devilution
Which appears to be emscripten based on the build scripts: https://github.com/d07RiV/devilution/blob/master/build.bat
It definitely violates their copyright if you were wondering. I doubt they care though.
Sadly it's 32 bit and will soon stop working on MacOS? I wonder if this is resolvable.