The History of Video Games

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The History of Video Games

The History of Video Games

@HoVGDoc

YouTube documentary focusing on the history of the video games industry. Chronicling the industries most important games, consoles, figures, and moments.

参加日 Mayıs 2024
21 フォロー中12 フォロワー
Spawn Wave
Spawn Wave@SpawnWaveMedia·
@Cromwelp Triangle being save instead of cross got me a few times too. Stopped holding the button before it happened but certainly would have been frustrating losing hours from the odd button configuration.
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Very AFK
Very AFK@Cromwelp·
I started Crimson Desert, played an hour, went to save my game in the save/load screen and instead of saving over a slot it loaded it. I think we aren't going to get on :(
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The History of Video Games
Thanks to everyone who is making the History of Video Games a success!! Blown away by the support, 10,000 views on episode 1 and counting!
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@westerosies Rankings: 1.) In the Name of the Mother 2.) Seven 3.) the morrow 4.) The Squire 5.) The Hedge Knight 6.) Hard Salt Beef
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westerosies
westerosies@westerosies·
What was your favorite episode from ‘A KNIGHT OF THE SEVEN KINGDOMS’ Season 1?
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@LarAtLarian The amount of time you put in to try and connect with the people who play and experience your titles is admirable. Baldurs Gate 3 was my first larian title. I’ve recently started revisiting your older games. The progression from back then to now is remarkable to see.
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Swen Vincke @where?
Swen Vincke @where?@LarAtLarian·
I really need to learn to weigh my words more carefully. I genuinely was trying to make a constructive argument but phrased it poorly. It's been bugging me so let me try again: My point wasn’t that I have an issue with criticism. My point was that it doesn’t need to be hurtful. Imho that creates alienation between people who have the same hobby and essentially all want the same thing: better games. Constructive criticism really has higher impact. I get that there's a lot of disappointment out there. Good games are being mutilated to turn them into money machines and that obviously causes a lot of frustration because it makes the games worse. I think I've been fairly vocal about my thoughts on that and will continue to rant against those responsible because they devalue something I care about deeply. But they were not the ones I was thinking of when writing my words. Instead I was thinking of those who truly care about their craft and want to continuously improve what they're making. I know many of them, and I’ve seen how hurtful packaging of criticism has affected them. Often, their reaction is to stop reading feedback altogether. Which is a pity because that means they stop engaging with their audience and lose all the good bits they could get from feedback. Not to say that their reaction isn't understandable. Continuing to engage after repeated written or verbal abuse requires growing a lot of callus on your soul. Some callus is fine. Too much, and you risk becoming desensitized. Personally, I got my first threats of violence in 2009, all because I was trying to make something fun and failed in that person's opinion. There’s been a long list of things thrown at me since. It kind of sucks, especially given that I got into making games because I enjoy seeing people have fun with what I worked on. It took me quite some time to learn how to deal with that. These days, I still read the hurtful comments, but I focus mainly on the constructive opinions. They're the ones that helped shape BG3's success. Speaking of opinions, I also wanted to mention that contrary to what's been written, I have a great deal of respect for game critics. Over the years, my job brought me in contact with many of them and I hope they felt that during the many chats we had. Respect doesn't mean agreement but I appreciate what they bring to the table. We have many ex-reviewers on our team. They are my first port of call whenever I work on something for too long and can't tell if it's good anymore. Often they will tell me that what I made was shit, but they'll phrase it such that it helps me understand why it was shit. That's invaluable. The same goes for some public reviews of our games. A few were genuinely formative and had a real impact because they pointed out things we were overlooking. I consider us lucky that those reviewers took the time to think through why something wasn't working because by listening to them, we avoided making the same mistake twice. So yes, I see great value in criticism and our development history should reflect that. It's the packaging I was trying to comment about. Didn't land as well as I'd intended so hopefully this helps.
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ARC Raiders Informer
ARC Raiders Informer@ArcRaidersInfo·
Family friendly streamer Nick Eh 30 tried playing Arc Raiders… 😬
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The History of Video Games
Wake up on this fine Friday with The History of Video Games Episode 2! Including: - Early Computer Programs - Tennis for Two - Spacewar! - the dawn of an industry - and MORE youtu.be/M_PKGq7R4mY?si…
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DiscussingFilm
DiscussingFilm@DiscussingFilm·
The Duffer Brothers say that they went into production on ‘STRANGER THINGS’ Season 5 without having a finished script for the finale (Source: @netflix)
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Gamer_lafan
Gamer_lafan@gamer_lafan·
In the late 1980s, South Korea saw the release of its first console game system, the Daewoo Zemmix. A game called Super Boy, which was a copy of Super Mario, was released for this system. (1/2)
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Gamer_lafan
Gamer_lafan@gamer_lafan·
At the time, about 99.9% of Korean didn’t even know that the Nintendo Famicom existed, so Super Boy became a hit in its own way. Later on, when I first saw Super Mario on the Famicom, the shock was absolutely nuclear. (2/2)
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WolfheartFPS
WolfheartFPS@WolfheartFPS·
"We've hired creatives for their talent, not for their ability to do what a machine suggests, but they can experiment with these tools to make their lives easier." Hate to break it to the internet but I'm fairly certain that most if not all studios are doing this in some capacity, they are just not telling you. Larian is at least is giving these tools to their devs as an aid if needed vs straight up replacing them which I can guarantee all upcoming EA / Microsoft / Ubisoft / Activision will be replacing devs. Welcome to 2025.
Swen Vincke @where?@LarAtLarian

Holy fuck guys we’re not "pushing hard" for or replacing concept artists with AI. We have a team of 72 artists of which 23 are concept artists and we are hiring more. The art they create is original and I’m very proud of what they do. I was asked explicitly about concept art and our use of Gen AI. I answered that we use it to explore things. I didn’t say we use it to develop concept art. The artists do that. And they are indeed world class artists. We use AI tools to explore references, just like we use google and art books. At the very early ideation stages we use it as a rough outline for composition which we replace with original concept art. There is no comparison. I talked about how we use ML here if you would like to know more: gamespot.com/articles/baldu… We've hired creatives for their talent, not for their ability to do what a machine suggests, but they can experiment with these tools to make their lives easier.

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KAMI
KAMI@Okami13_·
Larian Studios promises Divinity will be "next level," combining everything they've done in the past. • Bigger than Baldur's Gate 3 • Confirmed turn based • Aiming for shorter dev time (3-4 years) • Early access release "most likely" planned but not ready to commit • New engine • Co-op confirmed • In development for over two years, now in full production • EA release unlikely before 2027 (via @business / @IGN)
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