@PurpCat @Inginsub @mitchconner @eric @coolboymew
>The closest some nobody could do to be a console dev with little money was to be in the XNA ghetto on the XBL store, or to develop for a failed console designed to be open but that nobody had because only others in the circle had it (Ouya). Maybe you could target an obsolete console. To be a console dev; you had to do all these requirements the console makers demanded (including installing security systems at home), sign numerous NDAs, and most importantly have "something to show". But also, you had to have a publisher and this is what burnt a lot of devs during the 360 era: as you couldn't self publish a game you had to either find a publisher or hope that Microsoft Game Studios would sell the game for you.
That reminds me of when Robert Pelloni was denied the Nintendo DS SDK because Nintendo only allowed already established publishers on their platforms. Despite every indie developer porting their games to Switch now, Nintendo was probably the most hostile to indies back in the 7th gen. Even WiiWare had some really strict guidelines that pretty much made only well established Flash game developers to be permitted on the platform.
@coolboymew @Inginsub @PurpCat @mitchconner @eric
>but the fucking idiots tried to go 3D on 40MB limit
40MB is more than most N64 games. It IS possible, but any 3D game on there was going to look slightly better than an N64 game at best.
>This was pre-big indie, the Xbox indie thing wasn't completely unheard of, PlayStation had something similar, but the online did indeed make it bigger than it would be
Xbox 360 and PS3 had actual hard-drives which allowed bigger games to be downloaded. The Wii's NAND was only 512MB. They kind of had to severely limit the file size requirement.
@coolboymew @Inginsub @PurpCat @mitchconner @eric I think Nintendo was more concerned about untrusted developers leaking SDKs and finding exploits that could be used for piracy or something like that.
The only time Nintendo allowed consumer programmability before WiiWare was the Family BASIC for the Famicom, but unlike the Net Yaroze or the WonderWitch for the WonderSwan, you couldn't get your game published. It was more of a learning tool.
@PurpCat @Inginsub @mitchconner @eric @coolboymew Oh yeah, I remember some Guru Larry video on WiiWare games that accidentally included porn (most of them as unused files, but still).
@PurpCat @Inginsub @mitchconner @eric @coolboymew I loved his Fact Hunt videos. They are actual video game trivial that isn't the obvious crap like "Did you know that the PlayStation used to be an add-on for the SNES?". But I never really cared about anything else by him. European retro gamers have shit taste in games. It's just them gushing about ZX Spectrum, Commodore 64, and Amiga games that only they remember.
@coolboymew @Inginsub @PurpCat @mitchconner @eric It boggles my mind that that thing had a vibrant gaming scene. The ZX Spectrum didn't even have a GPU or a sound chip, so everything was done by the CPU. That's why almost none of the games had music.
Especially since it was 2 gens separated from the N64
>This was pre-big indie, the Xbox indie thing wasn't completely unheard of, PlayStation had something similar, but the online did indeed make it bigger than it would be
I was referring to Nintendo's stance on "only developers with an actual office can develop" thing here. It was really, pre-big indie and xbox 360 somehow was ahead of everyone here with their own version of Net Yaroze, but built in, and they could sell their games on the store