“Atari Was Very, Very Hard” – Nolan Bushnell on Atari, 50 Years Later
howtogeek.com
howtogeek.com
https://archive.org/details/ArcadeGameManualTankii
Apparently Tank (the #1 arcade game of 1974) saved Atari from bankruptcy. It was developed by Kee games, a fake "competitor" that was actually a subsidiary of Atari: https://www.ign.com/articles/2014/03/20/ign-presents-the-his...
https://en.wikipedia.org/wiki/Kee_Games
A compelling feature of these games is that they all had unique and engaging physical controls like paddle dials (Pong), dual sticks (Tank), and steering wheel/pedals/gear shift (Le Mans.)
The market hurt itself in its victorious confusion. So yeah, that lack of innovation and capability of western economics, your private pension does that.
https://www.falstad.com/pong/clkgen.html
It describes how all the subsystem works (horizontal ball movement, drawing the score, etc.) and allows to play with them in the real time.
I have a pdf bookmarked that walks through the same schematics in a bit of a narrative, calling Pong "THE GREAT CIRCUIT TEACHER" [0] - the only drawback being the poorly scanned in drawing of the sub-circuits. I haven't worked through it yet but combining it with those simulations should be most illuminating.
> In October of 1973, Bushnell decided to grab as much market share as possible by signing exclusive contracts with distributors in each geographic area to buy only Atari games. Because most geographic areas had two distributors, Bushnell separately (and semi-secretly) created Kee Games, named after Bushnell friend Joseph Keenan who became president of the company. Kee would sign exclusive contracts with the second distributor in a geographic area. The games that Kee and Atari produced individually were eventually released by both companies with unique names and some cosmetic differences.
> Spike Was Kee’s copy of Atari’s Rebound. Kee’s products were mostly copies of Atari’s games with innovative features added to differentiate them from their Atari cousins, and create the feeling of a “rivalry” between the two companies.
> Tank was the game that saved Atari from bankruptcy in 1974. The game became so popular that the exclusivity agreements Atari demanded from distributors were thrown out the window. Everybody wanted it, and Atari made sure they got it. Bushnell’s cash flow problems at Atari were suddenly reversed. Atari and Kee merged at the end of 1974.
https://www.gamedeveloper.com/business/the-history-of-atari-...
I wonder if all the high-end game qualities today take away some of that genuine player interaction? I do love modern games and I doubt I'd enjoy Tank today, but it was special in its time.
Bushnell: We did really good branding.
Yep, they were great at this, and that’s why Atari is still famous, rather than just the individual games.
Edit: Other than obviously coming before Nintendo
I think the ubiquity of the NES in the US impacted sales (and therefore software availability) of the Amiga and Atari ST as well.
Sega only began to gain mindshare with the Genesis (the US counterpart to the Mega Drive.) So, Atari has a very old retro cachet, and Nintendo has a solid hold on nostalgia from the late 80s on.
I can’t speak authoritatively to the micro computers, but I’m under the impression that the Atari line of 8-bits was never very popular in the US. I’ve always gotten the feeling computers played second fiddle to consoles once the NES arrived until the IBM clones started to get good at games much later.
I know the Commodore 64 was somewhat popular. There were other computers with games but I don’t think any of them had the capabilities the C-64 did (Apple-II, TRS-80). The ZX was released under the Timex brand but like the Atari I’m not sure it ever went anywhere.
From the history I’ve read I think part of it may be that Atari was just kind of a disaster here. The fact that Atari actually had popularity in Europe plus they could probably make their own decisions without interference from Atari US may have been what allowed them to succeed in Europe. But that’s a guess.
Of course they’ve been around ever since. The GBA, the DS, the Wii, and the Switch have all been massive successes. they’ve never really disappeared in the US.
They’re kind of the brand for all of gaming history here after the Atari crash. Sega came later (Genesis/MD) and went (so long Dreamcast), Sony came in ‘95 and Microsoft in ‘01. That’s basically it for the big brands.
There’s a reason that tons of people called all video games “Nintendos“ for a very long time.
A picture of the NES controller, with the word "Nintendo" written above it.
Makes me smile, but he has no idea what it is, or what it represents.
Come to think of it, without looking it up now, I have no idea what the Nintendo logo even looks like!
Whereas Atari is ultra-recognizable even so many decades after being dead as a platform. So they must've done brand marketing right.
Are you European or UK/IE? I notice that despite selling well in Europe the Nintendo product has a lot less 'consumer enthusiasm' there compared to in the US where people are absolutely cuckoo for the stuff.
They were first and that was the secret sauce. That is why people wear those shirts too.
Combat was a mind blowing experience in the moment but that is just proof anything would have been mind blowing in that moment.
I got super frustrated clicking through to get to the "good part" of actually playing. I just wanted to play! Maybe that was because my first games were all Atari games.
But my kids felt the same way. They were 4 and 7 at the time, and they just wanted to play too and didn't want all the intro crap either.
a lot of games today are "story games", even if there isn't a fixed story, there is some progression and different parts of the game open up at different times and result in different emergent gameplay. even something sandbox, toy-like like cities skyline and minecraft has a progression.
i am reminded of gta V, which i thought had a really good story, where the game jumps you into a bank heist in the first scene of the game, it was a huge scenario with lots of set pieces, a lot of mechanics are introduced right away, it's pretty intense, and thwarts the RPG baby-crab-killing trope, thank goodness.
games as toys, like pong i guess, where you begin the game immediately having access to every single feature of the game, still exist - apex legends, cs go, rocket league. but you still won't be able to jump into it at a decent competitive level right away. in most popular competitive FPS games, you will be rocked for a good first 20-50 hours of gameplay until you build understanding.
w.r.t to what nolan means when he has to go through an hour of things before he can start playing the real game, sadly that's a historical era. games today have so much more features, so much more complications, a mix of meta thinking, hand-eye coordination, and mechanical practice that it's hard to simply jump into a game and be comfortable right away. a lot of games today need some amount of practice, whether 10 minutes, 10 hours or 10 months.
That's demonstrably false! Have you never picked up and played a game part-way through with a friend?
never games that i'm not familiar with. it seems downright unfair to the person who is half-way through it.
i have seen my friends who've mostly played J-RPGs try to jump into a coop Gears of War at a party and it wasn't good at all, in fact, it was extremely embarrassing.
Can you demonstrate it? Games that are accessible to the average non-video-game-player to just jump in and play are the exception rather than the rule. Fall Guys, maybe Mario Kart? What else?
I wanted to jump right into exploring the city and driving cars around, but instead it threw you into this scene full of terrible characters and forced you to murder a bunch of people. There is literally no way to start playing the game until you prove you know the shooting mechanic by executing a dozen police officers.
I’m normally fine with violent games, and I had a blast with Vice City and San Andreas, but this intro was so awful that I just put the game down and didn’t come back.
PlayStation and Xbox are even worse in this regard. Not only do you have the long intro, but a solid half-hour of installation and patching before you can even launch the game!
The Atari 2600 was no different: You needed the manual to know what the weird symbols onscreen meant, or what the switch settings would do for that particular game.
Of course, things were different in arcades.
as for Multiplayer....Less loading screens, lobbies and loot crates.....and maybe just maybe there is hope.
I’m aware this wouldn’t have solved the other issues - such as the desperate need for a ‘Killer App’, and - of course - the big Sonic/Mario problem of the time, which was a major draw into SEGA or Nintendo’s camp.
The system - as is - is probably way more capable than what we were able to see from the software we got.
I read that a ton of Jaguar games actually abused the sound chip (I think this was it?) - which was a Z80, or something similarly simple to develop for, and thusly some of the software was literally using maybe 20% of its potential.
The previously-mentioned SEGA Saturn would often be similarly abused (though not nearly quite as bad as running most of your program code off the sound chip) where programmers would use only one of the core graphics chips or only of the SH2’s (or both…) which resulted, of course, in much; much poorer performance than the serious powerhouse the Saturn was during its lifetime.
Many PlayStation/Saturn ports of the same side by side make this difference brutally obvious. (The Saturn DOOM port is, sadly; a notorious example. It was Carmack’s decision not to run it on the 2 VDP’s - to which he later acknowledged was a mistake.)
The Saturn and Jaguar debacles really woke up the industry a lot to caring about developer needs - with documentation and follow through with developer support so poor that even at-the-time behemoth EA refused to support SEGA’s next console, the Dreamcast; in what would’ve been an unthinkable move 5 years before.
EDIT: after making some corrections, I realized on editing I pulled all this info from memory; which honestly makes me one hell of a geek, lol…
Jaguar had two weird RISC chips (Tom and Jerry) meant to be used as DSPs, and one had a few more instructions for sound, and the other had something a teensy special for graphics. It had a 68000 that was meant to be used as a "manager" and "read the joysticks". To top it off you had the actual display chip (the "Object Processor") which was weird? flexible and programmable in some ways that almost seemed to me to hearken back to Atari's ANTIC chip in its 8-bit line.
The 68000 was the only "normal" thing about that whole system.
I believe some of the early PS2 games were programmed in a similar manner. Devs had trouble getting their head around the Emotion Engine so they used the piece of the hardware they understood well: the older processor.
And we know the same thing happened with the PS3. The SPUs were hard to use so many early games practically ignored them, the same way many Jaguar and Saturn games ignored the other processors as much as possible.
The Saturn had two SH2s, but yeah. Note that the Genesis's predecessor had a Z80 as the main processor, and the Genesis has a peripheral activated mode to disable the 68k, and use the Z80 as the main processor to play most of the Master System library. The Dreamcast went to a single main CPU (SH4), but in a twist didn't use the previous hardware iteration as its sound chip. :)
Of course, EA didn't skip the Dreamcast because it was hard to program, they skipped it because they wanted to be the exclusive sports game provider and Sega said no. (or that's the official story anyway)
https://gameinternals.com/understanding-pac-man-ghost-behavi...
In Ms. Pac-Man, initially an aftermarket hack of Pac-Man, each ghost has its own distinct movement algorithm but there is some randomness.
Interview w/ the creators of Ms. Pac-Man: https://www.fastcompany.com/3067296/the-mit-dropouts-who-cre...
I'm not sure how they achieved the (pseudo-)randomness, but I don't think the Ms Pac-Man conversion added new hardware other than new ROMs? Not sure about that assertion.
Hardware entropy sources are more necessary for servers, or early boot-up.
It's actually still common with much more recent games where there are viable strategies that involve putting the RNG in a known-state (for instance at init) and then performing very precise actions to trigger a normally random event with 100% certainty. Here's an example for Final Fantasy XII: http://www.fftogether.com/forum/index.php?topic=2778
Basically the strategy is that by using a "cure" spell several times in a row and looking at how much health it regenerates in the game you can guess the position within the RNG output sequence (that is fixed and resets when you power down the console). Then when you know where you are you can plan your actions knowing ahead of time what the RNG will output and whether it'll be favourable or not.
I believe that what you observed in Pacman was however due to a primitive AI: each ghost would have a simple strategy and stick to it, making them predictable and non-random by design.
Ms. Pac-Man didn’t have this as the ghosts were not deterministic any longer.
Or an aftermarket modification? I think that was common at the time... never heard of an official update to Pac-Man (but I could well be wrong)
I know that Ms. Pac-Man removed the full determinism but that was a total conversion and it seems like you're talking about an update to the original thing
Ya know, it was over 40 years ago and I'm going from memory. But now that you question it, and after a bit of reading, it would seem that the patterns just changed (as sibling comment states). All I know is, I showed up for a round of Pac-Man at the local 7-11 in Danville, IN after my part-time high school job, and the patterns didn't work anymore (or quit working after a point a few levels in, don't recall).
They were hard codes paths.
Not hard-coded paths, per se. It's more elegant than that. Each ghost has a distinctive deterministic movement algorithm based on Pac-Man's current position - some target the square ahead of him, some target the square behind, etc. That's why they seem so smart; it's like they're trying to surround/flank you.(If this seems underwhelming, I assume you it was a really neat trick back then - the ghosts had a level of personality and cunning not seen before. Combined with the cute, cartoony visual design of the ghosts themselves it was quite something.)
http://gameinternals.com/understanding-pac-man-ghost-behavio...
To be young again where such things were the most significant things in life...
To spoil it: Tetris does a sort of binary fibonacci sequence with XORs and bitshifts, Final Fantasy used a static lookup table it iterates through, and Contra counted idle cycles between drawing frames.
“The PRNG generates an pseudo-random memory address to read the last few bits from. These bits are translated into the direction a frightened ghost must first try. If a wall blocks the chosen direction, the ghost then attempts the remaining directions in this order: up, left, down, and right, until a passable direction is found. The PRNG gets reset with an identical seed value every new level and every new life, causing predictable results.”
I don’t know how the initial RNG works (the source is available online, but my Atari ASM skills seem to be lacking), but more modern takes sometimes use a linear-feedback shift register, as seen here: https://www.randomterrain.com/atari-2600-lets-make-a-game-sp...
Red was always coming straight for you and you better be watching for that guy!
In general "randomness" and "balancing" don't work too well together.
PRNGs in arcade machines and home computers often used a variant of xorshift since that's easy to implement in hardware, but most often this was just for noise generation in the audio chip.
I've never really considered myself a 'gamer' (despite now working in the industry) but Tempest was my first favorite arcade game back in the day. I'm surprised there hasn't been an evolution of that game in some way/shape/form. Or perhaps there has been and I just haven't seen it.
Always a fun game, and when I learned you could change game settings with DIP switches, that curiosity never really left and led me to coding. 30 years later, I'm still coding.
He ended up writing a disassembler for the roms and hacking it to give infinite lives. Still has it in his basement. 40 years of coding.
And even then, easy was in the eye of the beholder. As a kid, i lost a lot of quarters wondering wth was going on in game and Atari had more bad games than good games. To think i paid $60 USD for Pole Position back in the day. I'd take Forza anyday over that old road wiggle experience.
The pain point in both classic games and fromsoft games for me is the amount of time it takes to try something again. The feedback loop is often so long that I get annoyed with how long it takes to even ATTEMPT the part that tripped me up again.
Say I'm struggling with a particular screen in megaman, and say that screen is maybe the 10th screen in a level. I get to that screen, I die, I start back on screen 1. I now have to go through all 10 screens again just to try the part I'm stuck on. And then after a few tries I progress to screen 11 and I die. I'm back on screen one again and the cycle continues.
Yes, this results in me getting really good at every part before then, and it can look visually impressive once I know the whole map because I have the whole thing memorized at some point, but that takes a lot of time and I just don't play games like I used to. I have the same issues with fromsoft games, but it's actually better for me with classic games, because they usually have the kindness to put a checkpoint right before the level boss. But dark souls rarely puts a bonfire within spitting distance of a boss.
I didn't mind when I was younger, which is why I can 1cc Castlevania and Sonic 3, but it's just not something I'm willing to put the time into these days. And that's fine, I don't think they should make the games easier or anything, it just means I'm probably not going to play them.
Edit: This is also why I don't really play competitive multiplayer games anymore. I may have the time to put in to get good enough to have fun, but I'm not willing to commit it to getting good.
1. Give you a deep sense of gratification when you succeed.
2. Keep the stakes low and make the game feel safe to play.
Humans experience things in terms of contrasts, so the easiest way to ramp up the gratification on winning is to punish the player if they lose.
But what punishments are available to a game? You could imagine a game that demanded access to your bank account and withdrew cash every time you lost. Or maybe it deleted a random file off your hard disk. Playing would definitely work up a sweat and give you a profound sense of relief if you won. But it would completely undermine the sense of safety needed to make a game feel like a game and not a job or task.
Because of (2), most games can't really take much from you. The main punishments they are able to mete out are:
1. Waste your time. Give you timers or cut scenes that have to be replayed before you can jump back in.
2. Bore you by making you replay stuff you've already played.
3. Destroy virtual items. If the game randomly generates treasure, then losing it on player death can be particularly anguishing because you don't know when you'll get it back.
But, really, that all boils down to wasting your time. Because you can always get back that lost item if you grind long enough.
That means that the cost model for playing the game varies widely based on player free time. Like you, I simply no longer have a lot of free time that I'm willing to pour into games. So, while I still like them, they're effectively too expensive for me to afford.
Now I can manage the game in an afternoon without it.
Similar in that one could just start doing stuff. Then, just when it gets a bit boring, looking at the controls, and beginning to strategize brought one almost a new game!
I played that and Missile Command a lot.
> Nolan Bushnell: A little bit. Remember that Atari was founded as a coin-op company. And coin-op has this requirement that a newbie has to get into the game almost instantly without reading instructions. So the simplicity of onboarding is lost by a lot of people right now.
Which makes sense to me, of COURSE you have to be able to "just start playing" if you wanted to get someone to put a quarter into a machine they hadn't played before!
Some of the RTS/simulation stuff I play these days have an hour or two of tutorials to explain all the complicated underpinnings of things occurring.
Defender is a play on sight title because of that idea. Love that game and it is hard! But if you put out, really try, you are richly rewarded. When one gets I to the zone, or flow on that game, the world goes away, and it is amazing. Addictive.
I am building a cabinet for that one. Got my perfect low hour CRT and need to cut some wood, and yeah! Can't wait.
On one axis the perfect coin-op is trivially easy to get into but almost impossibly hard to master.
On a related axis you trade off progress/satisfaction vs frustration. In a perfect game frustration at failure motivates the desire to make progress. The game produces just enough satisfaction - likely with intermittent reward - to keep players coming back.
Too much frustration and players give up. Too little and they master the game and their quarter lasts for half an hour.
The original PacMan is pretty close to ideal. It's immediately obvious what the goal is, and then you slowly understand how the game is designed and start to master each level.
Battlezone was a failure, because once you worked out (or were shown) the one trick - dealing with the saucer and missiles by staying in reverse - the game became too easy.
> Bushnell: I think that I—how do I put this without sounding like an asshole? I put up with incompetence more than I should have. I should have been quicker to fire.
I feel two ways about this. You need to give people time to grow into a role and time to get really good at it. But you also need to watch closely and make sure that growth and expertise are occurring, and if not, get better people in. This is delicate. I think most orgs err on the side of grace. And the ones that err on the side of "asshole" and just do a lot of firing are also doing it wrong.
It's better to have high standards to begin with to avoid needing to fire people. If you're firing a double digit percent of your hires, there's something wrong with your hiring process.
Most companies use metrics that are weakly correlated with success on the job. When you've hired dozens of people, who will be successful or not becomes quite obvious.
Which leads to the job interview system that doesn't satisfy anybody either.
1) Questions should be structured such that they're modeled in a real world context, and somewhat close to the nature of the type of problems your company/division solves.
2) For most companies, coding ability and quality is more important than CS theory strength. Success on a coding problem for these companies should be judged by pace of coding and quality of solution, rather than time complexity of the result. Run time complexity of an algorithm is almost 100% orthogonal to ability to write high quality code quickly, yet this is where 99% of the interview focus is for most companies.
That being said, if you're hiring somebody to design a database storage system, sure, theory is more important in that context. But 99% of jobs are not that.
Can't tell you how many people I've seen join FAANG that I've worked with who are actually quite poor performers in a real world context. It's very easy to grind leetcode and game the system as its structured.
Its true too that at scale the correlation is probably good enough to end up with a decent workforce though. But also very easy to tweak judging criteria to be more highly correlated to real world success. I've hired close to 100 engineers, and its immediately obvious to me who will perform well by how they carry themselves in the interview. I pretty much don't even take into consideration whether they reach an optimal runtime solution. One of the best guys I hired couldn't even implement a tree traversal/DFS/BFS in the interview
This feels a little optimistic. You expect more than 90% of hires to be a really good fit?
I feel like it's more normal to have 1 in 5 or 6 or so eventually not work out. Some will self-select themselves out, so you don't need to fire quite 16-20%.
Most aren't though, they're designed as a contrived game that's tangentially related to performance on the job. Which works decent enough if you fire the bottom 20%, but is totally avoidable
Having an authoritative body to make the final hire/no hire decision is important too. Needs to be tightly controlled and consistent. Letting random HMs make the decision will inevitably lead to decline in quality.
If somebody who's good at their job can't do well on your interview without studying, it's a sign your process is not assessing what matters. A good process will select for people who are good, despite whether they study beforehand or not.
I've never had high conviction in a hire and have them underperform on the job. If you do, you need to reassess what criteria you're using to make hiring decisions.
(Never recently, in the early days, yes)
I still think outperforming 1 in 10 is very hard. Especially since I've had to hire more people than I've had "high conviction" in.
And beyond that, you just can't assess work ethic, diligence, attention to detail, etc, from an interview. You can get some secondary indicators that are correlated with that on the job, but imperfectly so.
I do think companies need to set a target aptitude percentile they're trying to hire, as it has to be somewhat aligned with comp percentile to have success. You can't try to hire 99th percentile engineers with 50th percentile pay and expect to land any hires
But if you set a lower target skill percentile to match lower comp, then you're actively choosing to lower the bar, so there should also be a lower bar for considering somebody a poor hire.
At least in our case we were able to get by targeting ~80th percentile engineers at like 60th percentile comp. Mostly through hiring people that didn't know their worth in the market, but also being a good place to work, with low attrition (non comp factors)
Even with a whole lot spent on recruiting and careful resume screens, about 5% of interviewees were people I was 95% confident could do distributed systems work; another 10% of interviewees were people that I was 90% confident could do the work. Turning the comp knob doesn't affect these numbers that much.
So the acceptance criteria to get a reasonable hire rate and not spend all of your time interviewing becomes that 90% bar and being able to imagine working with that person without any obvious toxic or crazy behavior. In turn, that becomes about 15-20% not working out after hire.
Setting the bar to 95% and really sure of cultural fit would be hiring at 1/3rd to 1/4th the pace, and you'd still have 7-8% not working out, which isn't that optimum of an operating point. I'd also have missed the absolute best performer I ever hired.
You can hire a 10x engineer in a basic web dev role the same as you can hire a 10x in a distributed systems one. It's possible distributed systems work is inherently more difficult to assess, but I'm not sure. It seems the process just needs to be different to assess that skillset.
If your best hire is somebody you had less confidence in, then it's a sign your confidence function is not fully tuned to what's causal to success.
But you're right that you can't know everything after an interview. Work ethic cannot be measured directly as you stated, but usually it can be inferred with a reasonable level of confidence through behavioral cues of the candidate.
A perfect correlation between hire confidence and performance on the job implies you have a perfect hiring process. Obviously impossible in practice, but you can get a lot closer than the average hiring process, or FAANG.
Obviously to iteratively improve your hiring process, it's important to view it this way. Unfortunately most confuse and forget about what the relationship between hiring and on the job performance should be, and see hiring as a separate siloed game and view signals in the context of that game rather than the job.
Finally, it's pretty bad for company culture and morale to have a high fire rate. It's worth going through more interviews to limit the bad hires. But obviously the tradeoff needs to be quantified and deliberately decided on. If your average tenure is < 2 years, there's something wrong
I think it's unreasonable to think that you can guess so well as to how performance will be over 6 months-1 year+ periods in several hours of measurement.
> If your average tenure is < 2 years, there's something wrong
My average tenure was much higher than that. But again, about 1 in 6 didn't make it a year. Turnover rate past that year was very low.
I'm not sure why you think having 15-20% of people not working out in the first year (after which turnover drops) translates to an average tenure of less than 2 years. It implies one greater than 5 years.
> If your best hire is somebody you had less confidence in, then it's a sign your confidence function is not fully tuned to what's causal to success.
If I had a fully tuned confidence function, it would output 1.0 for candidates that would work out and 0.0 for candidates that wouldn't. This isn't realistic.
Nor is it realistic for it to monotonically increase with candidate quality (in which case it could be transformed to the above function with a threshold).
> Finally, it's pretty bad for company culture and morale to have a high fire rate.
I don't think getting up to 1 in 6 (first year) freaks people out too bad. Rates across a broad variety of industries and employers are more than 1 in 3 quitting or being fired in the first 18 mos. I think one can do significantly better than this, but I also think 1 in 10 isn't attainable and question your numbers.
I found the way you chose to frame this to be a bit disturbing. You framed the employer as a passive watcher of a process where they invest zero and provides zero input, except for the part where they feel entitled to terminate staff for the sole sin of not blossoming greatness in the vast desert of growth that was your creation.
How about this: if what you seek is growth and expertise, why not explicitly nurture that in the environment you create?
In fact, it could be argued that Bushnell’s poor treatment of employees was the harbinger of the first video game crash.
https://kotaku.com/sex-pong-and-pioneers-what-atari-was-real...
> Over the last week, Kotaku interviewed 12 of Atari’s earliest female employees, in the hopes of hearing their stories—good or bad—about working at Atari in the ‘70s and early ‘80s. The culture they told us about was certainly, as Playboy described it, one of “sex, drugs, and video games,” but one in which all 12 employees say they freely participated, if they participated at all. Many interviewees said it was the best job they ever had, adding that news of Bushnell’s rescinded award struck them as shocking or unfair.
My buddy Howard wrote one in just a few weeks, but normally it took months to finish a title. He did it as a challenge to meet a movie debut deadline. Not a great game, but it had a display and controls and moves and scores.
> Nolan Bushnell: A little bit. Remember that Atari was founded as a coin-op company. And coin-op has this requirement that a newbie has to get into the game almost instantly without reading instructions. So the simplicity of onboarding is lost by a lot of people right now.
> HTG: If you play a modern game, you have to sit and wait for loading, go through a tutorial, watch all the cutscenes, and it’s an hour into the game before you can finally play something.
I don't agree there. Some games are still like this. "Arcade" games are not the ones I like. I didn't like them when I had an Atari 800 XL but back then there wasn't really much else to play, due to limited system resources.
But even back then I loved "Adventure", the idea of a whole world inside that computer. Shooting endless waves of aliens had much less impact on me.
We have more types of games now, and some are approaching the complexity of the real world. Some are still not. This is a good thing IMO.
I love movies and I love games, but I mostly hate movies based on games and games that want to be a movie.