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                                                             on Gopher (inofficial)
   URI Visit Hacker News on the Web
       
       
       COMMENT PAGE FOR:
   URI   Halo 2 in HD: Pushing the Original Xbox to the Limit
       
       
        Arrath wrote 1 day ago:
        FTA: "The tag data system is designed to be as flexible and performant
        as possible, and, in my opinion the inner workings are really a feat of
        engineering. I could write an entire blog post about the inner workings
        of the tag data system and why I think it makes the Blam engine one of
        the most flexible engines ever made, but that isn’t relevant to this
        post."
        
        I would love to read this article if it ever gets written.
       
          tiptup300 wrote 1 day ago:
          me too I was into halo 2 modding when I was young and knew very
          little programming at all.
          
          the concepts there blew my mind, almost, I was too green to follow
          how it worked even to start. it was so dynamic I  fundamentally
          didn't understand how something could be like that.
          
          how could a player position be within the same context as a weapon
          that had configurations and then effects themselves were in that same
          list.
          
          a lot of the stuff I'm interested in very much circles around these
          same concepts.
       
          tehsauce wrote 1 day ago:
          If you have written something like this somewhere, or know someone
          that has, please share!
       
        randomopining wrote 1 day ago:
        Why would you waste your time doing this?
       
        Wowfunhappy wrote 2 days ago:
        Other than "hacker spirit" (which is completely legitimate), is there a
        reason you'd want to play Halo 2 this way—going through the effort of
        modding your console to add memory and overclock the gpu—instead of
        playing the PC version?
       
          kjkjadksj wrote 1 day ago:
          Its just hacker spirit. You can play halo 2 right now in online
          lobbies or the campaign with either the original graphics or
          remastered hd graphics from 343.
       
          IntelMiner wrote 2 days ago:
          The PC Port of Halo 2 was and is notoriously bad. Even worse than
          what Gearbox did to Halo 1
          
          There's tons of videos that go into various levels of detail on its
          faults
          
   URI    [1]: https://youtu.be/03K2Uz3s1hg?si=zaFO1XdzMcFvI1F6
       
            pipes wrote 2 days ago:
            Did the later remastered collections have these problems? (Genuine
            question, I'd like to know best options for playing halo games)
            
            Edit , just started the video, I think it goes into this
       
              IntelMiner wrote 1 day ago:
              I can only speak to my own (recorded) experiences. But it
              was...miserable at launch
              
   URI        [1]: https://youtu.be/TttY0ZpwFw8
       
              tiptup300 wrote 2 days ago:
              remastered collection was based off those ports.
              
              The mcc collection never felt right to me in terms of game feel.
       
                WorldMaker wrote 1 day ago:
                MCC was allegedly an entirely fresh port by 343 without using
                either of the previously deficient PC ports. It is said the
                port/rewrite was a big part of 343 getting familiar enough with
                the engine(s), documenting what Bungie hadn't entirely
                documented and 343 hadn't pulled in as headcount in the messy
                divorce, and making the engine their own in the path to
                building Halo 5. In my experience that seems to track in that a
                lot of the "feel" changes from the original Xbox versions seem
                to me to align with how Halo 5 feels to me.
       
                  ycombinatrix wrote 1 day ago:
                  i'm pretty sure MCC (on both console & PC) includes bugs from
                  a previous PC port
       
                  IntelMiner wrote 1 day ago:
                  This is largely incorrect
                  
                  In order to meet the 2014 launch deadline, the MCC was carved
                  up game-by-game and handed off to different studios for each
                  incarnation.
                  
                  Halo 2 in particular was handled by the "less than stellar"
                  Saber Interactive
       
              aaronmdjones wrote 2 days ago:
              I've played lots of Halo 2 as part of the Master Chief Collection
              on Steam. It's a lot better than the box-release version. I
              couldn't even play Halo 2 standalone on PC without forcing vsync
              on via the Nvidia Control Panel, which is an option the game does
              not give you, or it misinterprets and mistimes all of its control
              inputs and you can't aim worth a damn.
       
          gloryjulio wrote 2 days ago:
          It's still 30fps. So that's an automatic no for me
       
            bluescrn wrote 1 day ago:
            Modern 4K games have almost 150x the pixels per frame of Space
            Invaders.
            
            And the framerate has increased by... erm, no, decreased by 50%, in
            many cases.
            
            Yet the push for 8K resolution, seems to be be getting started,
            with PS5 Pro rumors. The imbalance between the push for spatial
            resolution and 'temporal resolution' is quite ridiculous. But
            likely mostly about selling TVs.
       
              Wowfunhappy wrote 1 day ago:
              > But likely mostly about selling TVs.
              
              I think it's because frame rate doesn't show up in screenshots,
              or even trailers in many cases since 30 fps or below is still
              standard for video.
       
          qwerty456127 wrote 2 days ago:
          Whenever an old device is supposed to be unsuitable for doing
          something it usually feels great to use it for just that, proving
          it's well capable or even better.
          
          This probably is a psychological disorder (usually mild and fun to
          have though) - an opposite counterpart of obsession with being among
          the first to buy the newest model of the most popular gadget. Both
          give a sense of superiority :-)
       
            Narishma wrote 1 day ago:
            It's not really the old device anymore when you have to upgrade
            memory, CPU and GPU.
       
              ycombinatrix wrote 1 day ago:
              console of theseus
       
                qwerty456127 wrote 1 day ago:
                Not of Sisyphus hopefully :-)
       
              qwerty456127 wrote 1 day ago:
              This is subjective. I personally always loved upgrading the hell
              out of old PC (install the maximum possible memory and CPU after
              patching the BIOS and soldering the socket, add a SATA card to a
              computer which only had IDE etc).
       
                Wowfunhappy wrote 1 day ago:
                I feel like there's something different between doing this to a
                PC, which is in some sense designed to be upgraded, and doing
                this to a game console.
       
          jimmywetnips wrote 2 days ago:
          I'm gonna go out on a limb here and say no
       
        Agingcoder wrote 2 days ago:
        That’s pretty sophisticated - kudos to the author. I love this.
       
        Lammy wrote 2 days ago:
        > I often get comments saying “[720x480]’s not not a 16:9
        resolution” or “that’s not real 480p”, but “480p”
        encapsulates a range of resolutions and aspect ratios and 720×480 is
        the resolution the Xbox considers to be 480p (so take it up with
        Microsoft, not me…).
        
        Take it up with some ITU dudes in the 1970s actually: [1] “The
        February 1980 note further suggested that the number of samples per
        active line period should be greater than 715.5 to accommodate all of
        the European standards active line periods. While the number of pixels
        per active line equal to 720 samples per line was not suggested until
        the next note, (720 is the number found in Rec. 601 and SMPTE 125), 720
        is the first value that “works”. 716 is the first number greater
        than 715.5 that is divisible by 4 (716 = 4 x 179), but does not lend
        itself to standards conversion between 525-line component and composite
        colour systems or provide sufficiently small pixel groupings to
        facilitate special effects. Arguments in support of 720 were provided
        in additional notes prior to IBC in September 1980.
        
        […]
        
        As noted above, Rec. 601 provided 720 samples per active line for the
        luminance channel and 360 samples for each of the colour-difference
        signals.
        
        When the ITU defined HDTV, they stipulated: ‘the horizontal
        resolution for HDTV as being twice that of conventional television
        systems’ described in Rec. 601 and a picture aspect ratio of 16:9. A
        16:9 picture ratio requires one-third more pixels than a 4:3 picture
        ratio. Starting with 720, doubling the resolution to 1440 and adjusting
        the count for a 16:9 aspect ratio leads to the 1920 sample per active
        line defined as the basis for HDTV [9].
        
        Accommodating the Hollywood and computer communities’ request for
        ‘square-pixels’, meant that the number of lines should be 1920 x
        (9/16) = 1080.
        
        Progressive scan systems at 1280 pixels per line and 720 lines per
        frame are also a member of the ‘720-pixel’ family. 720 pixels x 4/3
        (resolution improvement) x 4/3 (16:9 aspect ratio adjustment) = 1280.
        Accommodating the Hollywood and computer communities’ request for
        ‘square-pixels’, meant that the number of lines should be 1280 x
        (9/16) = 720.
        
        Therefore, most digital television systems, including digital video
        tape systems and DVD recordings are derived from the 4:2:2 basic
        standard format. The 720 pixel-per-active-line structure became the
        basis of a family of structures (the 720-pixel family) that was adopted
        for MPEG-based systems including both conventional television and HDTV
        systems.”
        
   URI  [1]: https://tech.ebu.ch/docs/techreview/trev_304-rec601_wood.pdf
       
          bestham wrote 2 days ago:
          I thought DVD only supported 4:3 anamorphic video with non square
          pixels for the correct playback aspect ratio.
       
            jasomill wrote 2 days ago:
            Correct: none of DVD-Video's supported resolutions[1] have square
            pixels at either of its two supported aspect ratios (16:9 and 4:3).
            
   URI      [1]: https://en.wikipedia.org/wiki/DVD-Video#Video_data
       
            Lammy wrote 2 days ago:
            It's true that 4:3 is also anamorphic on DVD since the 720×480
            MPEG transport is a 3:2 resolution. I think it's a pretty elegant
            compromise halfway between 4:3 and 16:9 so both can look equally
            decent. A lot of DVD video has a program area of 704×480, and most
            DVD rippers don't differentiate so you wind up with 8px pillarbars
            and very slightly wrong dimensions: [1] DVD-sourced media can look
            great on modern displays if you…
            
            – Encode at 720×540 slash 960×540 to avoid throwing away that
            extra horizontal detail, as most encoders do by crunching 4:3 video
            down to 640 (with pillarbars lol) × 480. Also to take advantage of
            integer-scaling to 1080/2160/etc which is especially beneficial on
            cheap TVs with crappy scalers.
            
            — Deinterlace to double-FPS (60000/1001 fields-per-second for
            color NTSC) to avoid throwing away the actual benefit of
            interlacing in that sweet sweet motion detail. Most rippers crunch
            it down to 30FPS like Handbrake leads people to do.
            
            — Convert the video to HD-standard color primitives, again to
            avoid cheap displays' poor treatment of SD colorspace.
            Chroma-subsampled video is already a little washed out by design
            and this can compound to make it look even worse.
            
   URI      [1]: https://forum.videohelp.com/threads/269644-DV-to-704x480-o...
       
        seanf wrote 2 days ago:
        Link to the video from the bottom of the article: [1] The video
        includes side-by-side comparison between the original upscaled 480p and
        720p. Around 7:00 you hear about what it takes to get 720p and maintain
        around 30fps gameplay. Not only a great article, but also a great video
        to summarize the changes needed get the higher resolution.
        
   URI  [1]: https://www.youtube.com/watch?v=O_nk21389u8
       
        bearjaws wrote 2 days ago:
        1. Resolders RAM to upgrade from 64mb to 128mb of vram
        
        2. Solders new CPU onto console only to discover its gpu bottle necked
        
        3. Enables OCing the GPU on the original Xbox, only to run into memory
        bandwidth limits
        
        4. Reverse engineers Halo 2 source code to set scaling to 720p or 1080p
        (output is interlaced to 1080i)
        
        5. Speeds up the hard drive to faster load in textures
        
        My god this man is more dedicated to Halo 2 than Bungie is to any of
        their IP today.
       
          chrisfosterelli wrote 2 days ago:
          Yeah this is an incredible engineering feat, but I don't think I
          could do it knowing I could just go out and spend $500 on an xbox
          series X to play the remastered version in 120fps at 4k instead. I
          admire this level of dedication.
       
          AlfredBarnes wrote 2 days ago:
          Nostalgia runs hard! So many hours spent in that game. I'm happy
          someone is also as in enamored with the magic as I am!
       
          strictnein wrote 2 days ago:
          > My god this man is more dedicated to Halo 2 than Bungie is to any
          of their IP today
          
          Bungie isn't involved with Halo at all any more. Microsoft owns the
          IP and it's developed by 343 Industries.
          
          Bungie has Destiny/Destiny 2 now and the upcoming Marathon extraction
          shooter.
       
            bearjaws wrote 2 days ago:
            As a Destiny player I am more than aware they don't own Halo.
            
            They are also not passionate about Destiny 2 and it shows.
       
            MisterBastahrd wrote 2 days ago:
            Most D2 players flat out don't trust Bungie anymore. Not only have
            they been mailing in their seasonal content for years now, but
            their last campaign was abysmal. Taking an extra 6 months on
            development won't change things. I've got a group of 12 friends who
            all have been playing since alpha. One has purchased the next
            expansion, and nobody else is even considering it. I'm relieved to
            finally be done with it, personally.
       
              mrguyorama wrote 2 days ago:
              As someone who watched their friend play through Destiny 1 for
              hundreds of hours, I don't know what anyone was expecting? That
              game clearly did not respect it's players and their time or
              money, yet still made insanely good profits, so why would they do
              anything different?
              
              Remember how much they paid Peter Dinklage for his voice acting,
              and his character sounded absolutely phoned in, and lazy, to the
              point that they eventually had to replace it with much better
              voice acting by someone else who was cheaper
       
                Uvix wrote 2 days ago:
                It was about availability for future recordings, not price. If
                cost was a concern they wouldn't have had Nolan North rerecord
                all of Dinklage's existing dialogue, just replace him going
                forward.
       
        orliesaurus wrote 2 days ago:
        that's a lot of work... wow - interesting that your friend "doom" didnt
        want to reveal themselves
       
          867-5309 wrote 2 days ago:
          Doom9 sprung to mind
       
          nxobject wrote 2 days ago:
          Not that it's our place to take speculation seriously, or speculate
          at all – but I _plausibly_ imagine working in an industry where I'd
          think twice before connecting my real-world identity to XBox
          reverse-engineering, just to be on the safe side.
       
          echelon_musk wrote 2 days ago:
          It's almost certainly grimdoomer.
       
            landr0id wrote 2 days ago:
            Grimdoomer wrote the article but doom is a different person -- and
            he's not exactly anonymous. I'm not sure what the other commentator
            was implying.
       
            amatecha wrote 2 days ago:
            grimdoomer is the person who wrote the article
       
            dako2117 wrote 2 days ago:
            yes
            
   URI      [1]: https://x.com/grimdoomer/status/1780260482718573055?s=61&t...
       
        selectodude wrote 2 days ago:
        This is going to come off as overly cynical - it's a very cool project.
        But are you really pushing the original Xbox to the limit when you
        replace and overclock the CPU, increase RAM, add solid state storage,
        and overclock the GPU?
        
        It's not really an Xbox at that point.
       
          planede wrote 2 days ago:
          I would say if it still runs other unmodified xbox games natively
          then it's an xbox (and possibly more).
       
          VS1999 wrote 2 days ago:
          What's wrong with overclocking the CPU and GPU? People overclock the
          CPU and GPU of their nintendo switch and it doesn't become another
          console. I have CFW to overclock the 3DS.
       
          landr0id wrote 2 days ago:
          You may have missed this (from the GitHub repo):
          
          >You do not need a CPU upgraded console to use this patch and having
          one does not provide any additional performance gains that I've been
          able to measure during testing.
          
          And this:
          
          >This provided a 10% increase in transfer speeds for consoles running
          the stock IDE cable and up to a 300% increase (theoretically, the
          actual transfer speeds depend greatly on the size of data being
          transferred) for consoles with an upgraded IDE cable.
          
          And this (again from the GitHub repo):
          
          >If your console has 128MB of RAM this patch will utilize the extra
          RAM available which will enable use of 720p and 1080i video modes as
          well as increase the size of in-memory caches for textures and
          geometry. The size increase for the texture and geometry caches will
          significantly reduce pop-in issues to the point of being almost
          non-existent.
          
          For just 480p you can overclock the GPU on a stock console and use a
          different IDE cable. I think the remark about the SSD was
          unintentionally misleading -- perhaps he did mean the combo of 80pin
          + SSD though.
          
          It does not require an overclocked CPU (he states that the CPU was
          not the bottleneck), and the increased RAM is only required if you
          want resolutions of 720p or higher.
          
          I relayed the feedback though, he might update the blog post to make
          these points more explicit.
       
          bigstrat2003 wrote 2 days ago:
          Yeah, that was my thought as well. They aren't "pushing the original
          Xbox to the limit", they are pushing custom hardware to the limit.
          The title is super misleading.
       
            mrguyorama wrote 2 days ago:
            Even worse, it's a commodity desktop CPU! They aren't running "Halo
            2" on an "Xbox" in HD, they are running a heavily modified build of
            Halo 2 on a somewhat custom PC.
            
            We had that already, it's called "Halo 2 for Windows Vista!", and
            now we have MCC.
            
            Granted, Halo 2 on Vista had way higher hardware requirements to
            run at 30fps in 720p I think, though most of that was just Vista
            overhead.
            
            Actually it's worse again, they modified the Xbox kernel too!
            
            This is really impressive work but it's also way more niche than
            the title wants you to believe.
       
              iforgotpassword wrote 2 days ago:
              Err what? The original CPU is a commodity desktop one as well, I
              don't see how the CPU swap makes this more of a PC.
       
              shocks wrote 2 days ago:
              As per the article, the modded CPU isn’t required.
       
          xyst wrote 2 days ago:
          Ship of Theseus problem, lol
       
          xen2xen1 wrote 2 days ago:
          Getting the most out of existing hardware is a pursuit in itself. See
          the retro computer scene.  Car "nodding" is similar to that.  Some
          want a factory perfect Corvette. Some want a model A with a engine 50
          years newer. Taking something known and familiar and twisting it to
          your will is awesome.
       
          Aurornis wrote 2 days ago:
          > But are you really pushing the original Xbox to the limit
          
          This is in the context of XBox modding, where “original Xbox”
          should be interpreted to mean “not an XBox 360”. Halo 2 can run
          at higher resolutions on a 360, so clarifying that this was a modding
          project on the original Xbox is helpful.
          
          You have to read it in context. It’s not literally about an
          unmodded Xbox, it’s a modding project and the target for the mods
          was an original Xbox.
       
            landr0id wrote 2 days ago:
            >Halo 2 can run at higher resolutions on a 360, so clarifying that
            this was a modding project on the original Xbox is helpful.
            
            This isn't true. It renders exactly the same as it does on the Xbox
            360 but the scaler chip handles the higher resolutions.
       
              landr0id wrote 2 days ago:
              oops, typo that I can no longer edit: it rendres the same as it
              does on the original Xbox*
       
          Ericson2314 wrote 2 days ago:
          I think using the same motherboard counts for something
       
          settsu wrote 2 days ago:
          Whether it's an Xbox is arguable, but for the purposes of the topic
          and the post, you're mostly arguing semantics.
          
          If one were to "push a Honda Civic to the limits" with an array of
          engine and suspension modifications, for purposes of discussion
          you're going to sound like you're just splitting hairs by asking "Is
          it really still a Civic, tho??", even if you could be technically
          correct.
          
          The author has the right to title their content as they desire and
          you can just rewrite it as "Modding the OG Xbox to within an inch of
          its life" in your head...
       
            Sardtok wrote 2 days ago:
            If the only original parts of the car, are the chassis, I would say
            it's not really a Honda Civic anymore.
       
              MadnessASAP wrote 2 days ago:
              I'm going to rely on ol' Thseuses ship here and say that as long
              as you started with a Honda Civic, you get to call it a Honda
              Civic.
       
        colesantiago wrote 2 days ago:
        Is there any reason why there are comments are in there, it would be
        nice if the functions were self documenting.
        
        Other than the comments being distracting making the code hard to read,
        this is a great deep dive blog post which is very technically
        impressive.
       
        iBotPeaches wrote 2 days ago:
        I do really wish the era of Xbox & Halo 2 modding returned in modern
        times. I owe that point in time to my career choice and still believe
        Halo 2 was the most innovative online game of all time.
        
        Just buying a simple tool to load game saves and you could have a
        soft-modded Xbox in minutes. Now consoles blow e-fuses and prevent
        downgrades on top of tons of other security enhancements.
        
        Was a great read and trip back in time. Pair this with projects like
        Insignia launching Halo 2 support and its a great time for classic Halo
        2.
       
          Larrikin wrote 2 days ago:
          I think this ignores the fact that technology will continue to march
          on and that the tinkering at the cutting edge will always allow for
          fun stuff.
          
          In the time period you talk about modding consoles and games was
          hacking on the cutting edge. Before that you had the phone phreakers
          and even before that you had people who were seriously into radios.
          
          I think its already happening with the current crop of LLMs,
          generative AI, and just all the various ML models that have been
          developed that and another generation has already started doing the
          same. Right now they are attempting to keep that locked behind
          corporate doors but we already have Llama locally thanks to a leak.
          Thats to say nothing of the budding AR that is also coming.
          
          The idea of putting goggles on my head with a computer that makes up
          the story, graphics and projects them onto the real world would have
          sounded crazy to me when I was knocking people out of AOL chat rooms
          with a concon.
       
          giantg2 wrote 2 days ago:
          "and still believe Halo 2 was the most innovative online game of all
          time."
          
          I think we can all agree it's multiplayer was better than the current
          halo infinite.
       
            wsc981 wrote 12 hours 26 min ago:
            I never player Halo 2 multiplayer, but both me and my brother loved
            Halo: Combat Evolved multiplayer. Was awesome back in the day (I
            played it on a Mac, by brother probably on a PC).
            
            In my opinion it was the best FPS that I played, I'd put it above
            Unreal Tournament, Quake 3, Doom & Marathon.
            
            However, at some point it seems there were many aimbots in the
            game, which ruined the gameplay for me.
       
          DonnieBurger wrote 2 days ago:
          I still play Halo 2 on PC all the time, multiplayer included. There's
          an active community thanks to Project Cartographer:
          
   URI    [1]: https://halo2.online/home/
       
            MarkyC4 wrote 2 days ago:
            (not to be demeaning, but) Why? Halo 2 is playable, with first
            party support, via The Master Chief Collection today. They've even
            kept the button combinations (BXR, RRX, etc)
       
            AgentME wrote 2 days ago:
            It's also still officially supported and popular through the Halo
            Master Chief Collection which is available on Steam.
       
          huntedsnark wrote 2 days ago:
          > Halo 2 was the most innovative online game of all time
          
          In what ways exactly? Competitive online FPSs with strong modding
          communities were already more than a decade in full swing on the PC.
       
            hombre_fatal wrote 2 days ago:
            Some things Halo 2 had off the top of my head that aren't related
            to gameplay:
            
            - Matchmaking. Almost all games at the time made you manually join
            lobbies, and now we take matchmaking for granted.
            
            - Persistent party. You'd invite your friends to your party and
            then start the match-making process. During the whole process you
            could chat with your friends, and when the game ended, you were
            still a party and could talk to each other.
            
            - Chat. Everyone had an Xbox Live headset which came with the
            service. So everyone was a participant of party chat, in-game team
            chat, and even "proximity chat" with the enemy. With Halo 2's chat
            systems + Xbox Live headset ubiquity, it was a highly social game.
            
            - Split screen online. All of the above worked with playing with a
            friend in split screen. Your friend could come over and you could
            start Team Slayer matchmaking in split screen which was
            awesome—the game would have to find two more teammates—, and
            your guest could even chat. Something that could never be done on
            PC really.
            
            These dominated the old "look for and join the server" model of
            past FPS and, frankly, I could never go back to that.
            
            Gameplay wise, Halo 1 had most of the innovations that Halo 2
            capitalized on but Halo 2 moved to the pure
            shield-is-your-health-bar system and removed health packs. After
            each battle you didn't have this scramble for a health pack just to
            get ready for the next confrontation, so the pacing was better than
            arena shooters imo.
            
            Finally, Halo 2 didn't need to be the global first on each bullet
            point to be innovative. But it was probably the first game to have
            all these in one package. There was a lot of UX polish in setting
            this standard which you can tell because most games don't reach it
            even today.
       
              huntedsnark wrote 2 days ago:
              I had interpreted the parent comment to be about gameplay, but
              those are all fantastic points about matchmaking and the related
              QoL improvements. It absolutely is taken for granted because I
              forgot Halo 2 was the first to do _all_ of that well, and in one
              complete package.
       
              amatecha wrote 2 days ago:
              Don't forget the post-game carnage report, which, while first
              present in Marathon, was refined and provided the best
              post-multiplayer-game stats of any game I've seen, even years
              later.
       
                CYR1X wrote 2 days ago:
                The telemetry bungie used to popular stats on their website is
                better than pretty much any modern game today outside of like
                CS2. I will caveat that by saying modern practices require you
                put things behind an api with a paywall of some sort, but they
                had freaking action heatmaps in 2004.
       
                  kjkjadksj wrote 1 day ago:
                  One thing that halo and some other games do is let you thumb
                  through the last matchs stats while the next map loads. Valve
                  games just throw you a map loading screen you’ve seen a
                  thousand times.
       
                  amatecha wrote 2 days ago:
                  For real, I used to love the amount of detail they put on
                  bungie.net .  It really is still unmatched even today, as far
                  as I've seen.  So good <3
       
                  bombcar wrote 2 days ago:
                  It was not only interesting and fun to look at but also
                  informative- you could learn things about them maps from
                  them, in an era before YouTube.
       
              babypuncher wrote 2 days ago:
              A lot of people lament the death of community run dedicated
              servers, but I'm with you here. I don't miss trying to find a
              good deathmatch UT04 server that wasn't either super high ping,
              loaded to the hilt with obnoxious mods, or stuck running Rankin
              24/7, only to give up after 40 minutes.
       
                Narishma wrote 1 day ago:
                At least then you could run your own server with whatever
                settings you wanted. Now instead you are left with unplayable
                games because the developer or publisher decided to shut down
                the servers.
       
                kjkjadksj wrote 1 day ago:
                Games like tf2 make parsing community servers pretty easy. You
                can do things like set ping cut offs, only look for nonempty
                and not full servers, look for certain numbers of people
                playing, certain maps or gametypes, and include or exclude
                keywords like certain modded gametypes.
       
                panopticon wrote 2 days ago:
                Oh wow, I had totally forgotten about server hunting.
                
                I kept a list of "good" servers (based on ping, map rotation,
                who played there, mods, etc), but when they were empty finding
                somewhere else was a complete pain.
                
                I miss the camaraderie on some of those dedicated servers, but
                I know I wouldn't be able to get into something like that these
                days.
       
                  babypuncher wrote 2 days ago:
                  I think a lot of that camaraderie and sense of community has
                  moved to places like Discord and Reddit.
                  
                  I have a group that regularly plays Overwatch together every
                  Friday. Whenever more than 5 people show up, we play custom
                  games. The workshop is surprisingly powerful, so it even
                  gives us some of the experience we used to get with mods for
                  games like Quake and Unreal.
                  
                  When we have 5 or fewer people though, we really appreciate
                  the game's matchmaking, even though it is far from perfect.
                  It is a lot better at creating balanced matches than any
                  server auto-balance feature ever was, while always keeping us
                  on the same team.
       
          Zardoz84 wrote 2 days ago:
          Modding it's pretty alive on PC.
       
          ravenstine wrote 2 days ago:
          For better or worse, in a lot of ways, I think the last decade of
          developers have done a lot to kick the ladder out from underneath
          them.
          
          One of the reasons I'm a software engineer today is because I could
          easily examine webpages to see how they work, tinker with the memory
          of programs, open up hardware to see what's inside (relatively low
          risk of destroying the device), and so forth.  And yeah, back in the
          day of Halo PC, modding the levels taught me a lot about what goes
          into the game.    Knowing what a "BSP" is can be a pretty useless piece
          of trivia, but it made me feel smart and capable of understanding
          more.
          
          It's still possible to get into tech and learn things today, but I
          have a hard time seeing how this can be accomplished by genuine
          tinkering.  Software is way harder to crack/debug today; certainly
          not impossible, but the barrier of entry is much higher.  Plus
          there's a ton of moving parts that go into getting software to work
          securely on not just mobile but modern desktops, adding another layer
          of hassle.  You can still examine what a webpage is doing, but even
          that has changed significantly; so many websites today are div soup
          (yes, worse than in the early 2000s) to support JavaScript
          monstrocities that are also minified and obfuscated.  When it comes
          to games, you can almost forget it in some cases because they're so
          heavily dependent on content streaming from servers.  As far as
          hardware goes, you've either got to face various security hoops that
          can brick devices, use a heat gun to unglue the bezels on certain
          things, and face a lot more risk in permanent damage.
          
          All of these changes were made for a reason, but we've also taken the
          fun out of everything.    Even game modding really wasn't what it used
          to be in spite of some of the tools available today technically being
          better than those in the past.
       
            anal_reactor wrote 2 days ago:
            I think it's also the fact that back in the day shit usually didn't
            work, so it was expected to need to tinker with it.
       
            SmellTheGlove wrote 2 days ago:
            I agree with you, but would suggest that the thing to focus on is
            the next layer of abstraction. The thing that barely works. Our
            generation screwed around with the PSX and Xbox, the Wild West era
            of the internet, etc. Now the most obvious thing I can think of
            that is the same level of not done is AI. Yeah there’s a higher
            barrier to entry, but look at that guy the other day that posted
            about improving performance by dynamically pruning a model. Or half
            the crazy shit on huggingface.    Generative video and image AI seems
            to have a lower entry barrier too.
            
            Again I’m not saying you’re wrong. It just seems like the thing
            that’s always the most prime for screwing around with is the
            thing at the bleeding edge. There’s still some fun to have.
       
              poisonborz wrote 2 days ago:
              I would look elsewhere. SBCs like Pi Zero costing peanuts,
              myriads of few dollar sensors enabling all kinds of easy to hop
              projects, virtualisation, cheap (if non gaming) x86 hardware,
              much better OSS landscape, much more learning resources, GPT to
              help with questions... it can be easily seen as paradise as well.
       
            dtech wrote 2 days ago:
            I think you're making the classic mistake of thinking that because
            your on-ramp isn't available anymore there are no on-ramps anymore.
            
            I read an extremely similar comment two decades or so ago about a
            dev saying that no-one would learn computers anymore because
            everyone now used GUIs instead of CLIs...
            
            Yes modding might be harder nowadays, but you have things like
            Scratch and Hedy, or the freely available Unreal/Unity dev tools
            with asset stores.
       
            CYR1X wrote 2 days ago:
            To be fair you have to realize how much more dependent the global
            economy is on software nowadays. Halo was a Bungie product, and
            when Bungie left as Microsoft took it over yeah, the product had
            loftier business goals that needed to be protected. Smaller devs
            can't really reach critical market saturation anymore like they
            used to.
            
            You can criticize where things has gone with MTX but I don't think
            that was a choice by the game developers. I also think it's a
            generational thing as you and I are now too old to spend all day
            fucking around with some game we played a ton. I'm sure the kids of
            today are tinkering with minecraft/fortnite/whatever replaced those
            games.
            
            Also to me it's a bit of wanting to try and put the tooth paste
            back in the tube. When we were teenagers modding Halo we maybe
            didn't fully understand the impacts it had on the game's community
            and the overall experience. As an adult I just see how games like
            Call of Duty appear to be constantly losing the fight against
            hackers, and using over engineered matchmaking algos with SSBM to
            try and maximize the typical user's gameplay experience. But I
            can't regain my naivety and be one of the many younger adults who
            probably don't even really notice these issues, the way I didn't
            when I played Halo 3 on Xbox Live which had boosting, standby, and
            stealth servers.
       
            mrandish wrote 2 days ago:
            > It's still possible to get into tech and learn things today, but
            I have a hard time seeing how this can be accomplished by genuine
            tinkering.
            
            I agree and have the same feeling we've lost something as so much
            computer-centric tech has become relatively inaccessible in the
            name of 'security' (although much seems like efforts 'secure'
            business models or IP). As you observed, the tech has also evolved
            in ways which make it relatively undiscoverable through casual
            tinkering. Although perhaps we suffer from a generational
            perspective bias, I think there really was a 'golden era' of
            computer tech hobbyist accessibility and discoverability.
            
            When Did the 'Golden Era' Begin?
            
            I'd peg it as starting around the late Usenet era. Interestingly,
            there was definitely a time period in consumer computer tech when
            it was too early. I know because I started "too early" and missed
            being a teenager in the golden era because I got my first computer
            as a teenager in 1981. It was a Radio Shack Color Computer with 4K
            of memory, a 0.9 Mhz 8-bit 6809 processor and storage via an
            external cassette tape player. Fortunately, the ROM BASIC on that
            model was perhaps the most evolved 8-bit ROM BASIC Microsoft ever
            made (vs the early Commodore & Atari flavors) and Radio Shack did a
            fantastic job on the large, well-illustrated color manuals.
            
            Unfortunately, 1981 was too early because no one in my family's
            extended social network had ever touched a computer. So, beyond the
            BASIC manual in the box, I was on my own with my new computer.
            While there were a few big magazines like BYTE on news stands, very
            little in them applied to my computer. I eventually discovered a
            couple of zine-style publications at a distant big news stand.
            Although they were essentially overgrown stapled newsletters
            printed in B&W, they became my lifeline because they had articles
            written by hobbyists more advanced than I, as well as mail-order
            ads for cassette tape-based software. This was the key that
            unlocked the mysterious realm of assembly language for me when I
            ordered a $12 homebrew monitor program written by some random guy
            who took out a classified ad. The local library didn't have any
            books relevant to my new microcomputer, local colleges only offered
            computer courses under the math dept and those were focused on
            mainframes and COBOL (I think back then 'real' CompSci was limited
            to Ivy League and top tier tech unis). Even large bookstores had
            nothing useful to me I could order other than Osborne's 6809 CPU
            book which was really an architecture and instruction set reference
            manual mostly incomprehensible to an isolated teenage hobbyist
            starting out.
            
            A few years later 300 baud modems became cheap enough for hobbyists
            to acquire but it took another year or so for BBSes to emerge which
            were targeted at my computer (most BBSes prior to that were run on
            CP/M hardware and focused on one platform (not mine)). So dialing
            BBSes focused on my platform involved long-distance charges which
            meant short calls. Another year later FidoNet connected larger
            BBSes and national-level info began to circulate and my local hobby
            scene stayed pretty much like this for a few years. New info
            centered around zines, local computer club meetings, mailed tapes &
            diskettes and short BBS calls. Info was available but it was scarce
            and you had to work at getting it.
            
            That's why I think the true golden era truly took off in the late
            Usenet period. That's when anyone could subscribe to a ~$10/mo
            service providing 1200 baud access to Usenet feeds in their local
            area code. Before that, unless you were at a university studying
            CompSci or worked at a uni or large tech company, Usenet was a
            magical land you only heard about on BBSes or at user group
            meetings. When random home hobbyists got direct access to the
            firehose of high-quality, global Nerdverse content that was the
            Usenet CompSci feeds it felt like the Enlightenment dawning. From
            there the transition to the early web was pretty natural since a
            lot of early tech-centric websites were much like a BBS ring. We
            didn't need search because they mostly linked to each other and
            people were running them as a hobby so few had ads other than maybe
            a sponsorship from an ISP or modem company (usually just paid in
            free service or hardware). Fortunately, the tech hobbyist web
            wasn't impacted much by the 2001 dot com crash since it was never
            about revenue. Up until the slow decline gradually started in the
            mid-2000s, it was pretty great - flashing BLINK tags and all.
            Honestly, we didn't even realize how good we had it, or imagine
            that it might someday end.
            
            When Did the 'Golden Era' End?
            
            Having lived through the pre-Golden Era, the early days and through
            the end, I think the seeds of the Golden Era's slow decline were
            planted when the modern web business began to emerge from the ashes
            of the dot com crash. Although things were still pretty
            hobbyist-discoverable in desktop OSes and the web through 2010-ish,
            troubling signs were on the horizon. For those paying attention,
            the rapid dominance of iOS in the late 2000s was ominous. Apple's
            business model required a walled garden app store and their concept
            of users was not as active explorers but as purely passive eyeballs
            for media and app-snacking. Even though a few app developers did
            well in the early app store, the fundamental model relegated them
            to the role of sharecroppers working Apple's farm with Apple's
            tools and selling only to Apple's store (with no access to their
            app's end-users).
            
            In all, entry-level, home-based tech hobbyists got almost 20 really
            amazing years in the 'Golden Era' from roughly the late 80s to the
            late 2000s. It would be wonderful if in the distant future that
            period is known as "The First Golden Era" but right now it's hard
            to be optimistic. While there is still an enormous amount of
            hobbyist info available online and more emerging, it's in a context
            of equally increasing locked down areas and ever decreasing
            discoverability (though open source and Github-like sites are
            notable exceptions).
            
            Maybe this is why retro computing and retro gaming are booming now
            with new people who never experienced it the first time. It's a
            place where that unique Golden Era ethos, vibe and community still
            exists. Last year I went to a local user group meeting for Amiga
            computers, which is what I had mid-80s to early 90s. I met a bunch
            of enthusiastic Amiga users who hadn't been born when I bought my
            first Amiga. It was strange to feel both "old" and "OG Cool" at the
            same moment but also heartening to feel that same open community
            vibe still beating. :-)
       
            bee_rider wrote 2 days ago:
            They’ve got, with wildly varying levels of skill and investment:
            unity, unreal, godot, or Roblox.
            
            Not quite as fun as modding though.
       
              anonymousab wrote 2 days ago:
              I think adding your own touch to something you're more intimately
              familiar with helps ease people into it. Touching an asset file
              to modify a texture and instantly see the results in your
              favorite game is a lot more approachable (and appreciate-able)
              for someone starting out, I think.
       
                bee_rider wrote 2 days ago:
                100% agree
       
            radicalbyte wrote 2 days ago:
            I started coding with an Action Replay cartridge. Press a button
            and you get dumped into a new context where can fully inspect the
            machine and running program, and can modify any of it.
            
            That's easier it was later on Windows (which for 15 years was how
            99% of people used computers) and anything after.
       
              pipes wrote 2 days ago:
              Action reply on a snes? I use to mess around with this too as a
              ten year old
       
              mrguyorama wrote 2 days ago:
              CheatEngine exists on modern systems and can still do a lot of
              this, though modern game engines are less friendly to the simple
              "scan for the health variable and set it to 1000" workflow of
              yesteryear. However, newer versions of cheat engine include
              C#/monogame decompilers that let you screw around with some unity
              games
       
            somenameforme wrote 2 days ago:
            I agree with you in general, but I think it has to be said that we
            also live in the era of things like the source for Unreal Engine 5
            being completely and wholly available, along with a zillion
            tutorials and extremely well documented source. This is unlike
            anything we had, and better in basically every single way
            imaginable. In the hardware world there's Pi's, dirt cheap PCBs
            that you can have delivered in < 24 hours, and so on endlessly.
            It's like instead of breaking into a trailer, we've all been
            granted carte blanche access to a mansion.
            
            But maybe there was something about how counter-culture and
            esoteric stuff was itself attractive precisely because of that.
            There was also a lot more reward for a lot less work, largely
            because so few people were doing it. Now if somebody wants to go
            learn Unreal then it's just a pretty mundane and common thing, and
            you'll also be largely incompetent unless you're willing to
            dedicate years to it. By contrast when I was a kid changing the
            text in a shareware installer was enough to wow my friends with my
            leet skills, and that's something that took about 5 minutes to do,
            and not that much longer to learn. Oh and then creating secret
            directories by naming them alt+255, and so on. Dumb stuff, but it
            soon enough led me to much more than parlor tricks.
       
              xkcd-sucks wrote 2 days ago:
              One consideration is maybe stuff that's "hackable", i.e.
              immediately accessible, can be incrementally and reversibly
              modified, is more accessible to "play" while stuff that's
              extremely capable but has a high activation cost (setting up the
              environment, learning all the stuff to make something basic etc.)
              is more accessible only to "focused / goal oriented study" and
              this has all kinds of implications on who does it, who succeeds,
              under which circumstances etc.
              
              e.g. my friend tells me you can open game.exe in notepad + change
              this value to walk on lava, then I fiddle with it and tl;dr make
              a map of my school, then get frustrated with limitations and
              start learning a game engine with some practical background on
              what these concepts are etc.
              
              vs. I decide want to make a game because that's cool, I buy a
              book on game programming, it depends on these libraries, I
              install them, I install a compiler, the libraries don't work with
              the compiler/each other, ......... and give up because the grit
              in my life is reserved for stuff other than video games.
              
              ... like really, what is the overlap of people that are really
              mind blowingly creative as artists, and the people that are super
              type A driven to go through all this frustration up front? less
              friction, more better art
       
              thomastjeffery wrote 2 days ago:
              The big difference is that people used to mod existing games.
              That allowed modders to leverage the game's engine, gameplay
              design, art, and even its existing playerbase.
              
              Having a full-featured open-source game engine is great, but
              starting with that means starting at square one.
              
              By obsessively enforcing copyright and "anti-cheat", we
              effectively bury the game-making process 6 feet underground.
              Every game is declared dead at the very moment of its release.
              Every decision its creators made up to then is set in stone. The
              game studio itself must exist in isolation, ignorant of the very
              world it is creating its games for.
              
              It's no wonder that AAA studios are so out of touch with the
              people who play their games. Gamers are explicitly excluded from
              the creative process.
       
                BlueTemplar wrote 2 days ago:
                That's their loss. Meanwhile Minecraft is the most sold game
                ever, and Roblox is probably not far behind. (That one comes
                with its own issues, but hopefully children are sick of those
                by the time they become teens and are ready to move on to
                something more open ?)
       
              ravenstine wrote 2 days ago:
              > But maybe there was something about how counter-culture and
              esoteric stuff was itself attractive precisely because of that.
              
              There's definitely that element, but I also think something
              missed by compartmentalizing hardware "tinkering" to devices
              designed specifically for the task.  Nothing about a Raspberry
              Pi, for instance, is mysterious.  If a person is going to buy
              one, they already have a significant level of interest and base
              knowledge.  A kid's not gonna have one lying around and get
              curious about it unless their parent is a geek who owns those
              things, and even then said kid may have no good reason to even
              bother with one.  Practically nobody today is opening up their
              laptop or their phone to mod it or even just see what's inside. 
              I'm not saying the modern situation is bad, but a significant
              amount of it is artificial in a way that wasn't when the devices
              one would play with were the devices actually being used, and
              it's not clear to me whether what we have now is actually better
              in regard to inspiring future generations.  Engaging with one's
              everyday hardware is an exercise in the power process that fewer
              and fewer generations are experiencing.
       
            coldpie wrote 2 days ago:
            I agree with your concern, but I'm quite happy to see what's going
            on in the retro emulation & decompilation/reverse-engineering
            scenes[1]. A lot of that is being done and is driven by "the kids".
            It's an appealing, easy, and low-risk entry point for newer
            developers who want to dive into low level stuff, and it even has a
            bit of a "fuck the man" bent to it, which is fantastic. You're
            right that the environment is different from what we grew up with,
            it was always going to be. But I think the kids will find their own
            way. [1] If you haven't been tuned in, check this out, it's the
            goddamn Super Mario 64 source code in C, reverse-engineered from
            the game ROM: [1] Similar projects exist for a ton of other classic
            games. It's jaw dropping what they're doing out there.
            
   URI      [1]: https://github.com/n64decomp/sm64/blob/master/src/game/hud...
       
              ravenstine wrote 2 days ago:
              Yeah, I've heard of that decompilation, and have been more
              closely following the complete decompilation and PC port of
              Perfect Dark, which is pretty amazing.
       
          Jerrrry wrote 2 days ago:
          >and still believe Halo 2 was the most innovative online game of all
          time.
          
          this is pretty much the only unanimous, uncontroversial absolute
          statement that can be made in the context of online gaming
       
            Andrex wrote 2 days ago:
            I'd probably give the crown to EverQuest (1.0) myself.
       
            0cf8612b2e1e wrote 2 days ago:
            What novelty did Halo 2 introduce? At a high level, it is just
            another shooter preceded by all sorts of experiments: Quake,
            Counterstrike, Team Fortress, Unreal Tournament, etc.
            
            Sure, it had tons of polish and was on consoles, but I never
            thought of it as genre defining.
       
              fwip wrote 2 days ago:
              The online multiplayer (party-based matchmaking, including ranked
              mode) was huge.
       
              nfRfqX5n wrote 2 days ago:
              halo 2 came out with xbox live and defined the experience. social
              lobbies, matchmaking, etc
       
                CYR1X wrote 2 days ago:
                Clans, ranked based play, integrated voice chat.
                
                That last one was in other xbox live games before it, but Halo
                2's Xbox Live brought online gaming to everyone's television
                room whereas before it was only on the computer.
       
              talldayo wrote 2 days ago:
              I'm a hardcore Quake/Unreal apologist, but you gotta hand
              something to Halo and Halo 2. Gorgeous shader-based graphics for
              the time, vehicles, absurd arsenals, wide-open maps, and 16
              player(!!!) LAN play. It's a game that would have sold like
              gangbusters on PC, and was only that much more successful for
              being well-supported on console too.
              
              One might even argue that the success of Halo is what forced
              arena shooters like Counter Strike and Team Fortress to evolve or
              die. There was more at stake after it released, and outside the
              competitive circles there wasn't much demand for the FPS
              equivalent of Wheaties.
       
                BlueTemplar wrote 2 days ago:
                UT2004 was released half a year before Halo 2 though.
       
                kh_hk wrote 2 days ago:
                Battlefield 1942 comes to mind as some predecessor close to
                what you describe
       
                  talldayo wrote 2 days ago:
                  Hell, even Perfect Dark before that. I'm not one to defend
                  Halo as the most-innovative, especially with the
                  disproportionate amount of funding and manpower that went
                  into it.
                  
                  That being said, I think Halo deserves commendation for
                  bringing a lot to the mainstream without compromise. The same
                  people that casually enjoyed Halo were probably not also
                  playing Goldeneye or Arma in their free time. And marketing
                  be damned, Halo is fun even today. Hopping in a match of CE
                  makes me lament how little team-based shooters have
                  progressed in the past 20 years.
       
                    kjkjadksj wrote 1 day ago:
                    Something about halo just feels like such modern game, even
                    halo ce. It’s so weird to think this game was
                    contemporary with golden eye or quake. I think it was the
                    polish with the animations, sound, and the physics. You
                    pull out the pistol and do that satisfying pull back and
                    click on it. You throw a grenade and hear it arm and see it
                    thrown. You see your teammates throw grenades. You throw a
                    grenade under a warthog, it flips it and knocks the
                    occupants out. Even  just scoping in and out of the sniper
                    was satisfying with the sound it made.
       
                    kh_hk wrote 2 days ago:
                    To me it's crazy to think how far ahead of its time in
                    terms of emergent behavior was Battlefield compared to
                    other games, besides battle arenas. Probably it wasn't the
                    first one either, but it's the one that comes to mind.
                    
                    Picking up a tank or a jeep is one thing, but going for
                    controlling an aircraft carrier or a submarine? Even if the
                    controls were really primitive, it felt amazing!
       
                      kjkjadksj wrote 1 day ago:
                      The destructible environment aspect in some of those
                      games was so cool. Can’t breach into the objective?
                      Take down the building. No other game is or was like
                      that. Even new battlefield games have walked back a lot
                      of that behavior.
       
                0cf8612b2e1e wrote 2 days ago:
                I have had tons of fun with Halo, but I am fixated on this
                “innovative” classification. It feels more like right place
                right time. Had Golden Eye been LAN play, would it have been
                termed as most innovative?
                
                Edit: I should also give a shout out to Tribes for hitting a
                lot of those same notes
       
                  kipchak wrote 2 days ago:
                  Halo 2 was basically synonymous with Xbox Live and everything
                  that came with it when it launched (for better or worse). For
                  example popularizing voice chat (including proximity!), rapid
                  matchmaking, persistent parties between matches and gamemodes
                  and player ranks and levels. They talk it about it a bit in
                  the second half of this video.
                  
   URI            [1]: https://youtu.be/YGSuPZVgxLg?si=cQZRaXJGaGFaKuL-&t=1...
       
                  coldpie wrote 2 days ago:
                  Halo 2's online multiplayer introduced (or popularized?)
                  party-based matchmaking. So instead of having to coordinate
                  all your buddies joining the same pre-existing server, you'd
                  join up as a party and then drop into a matchmaking queue,
                  which would set up a game against opponents, optionally
                  taking a skill-based ranking into account. They even did a
                  bunch of marketing around this, since it was a new concept at
                  the time:
                  
   URI            [1]: https://www.youtube.com/watch?v=YGSuPZVgxLg
       
              Jerrrry wrote 2 days ago:
              > was on consoles
              
              > genre defining
              
              you walked right past it
       
                0cf8612b2e1e wrote 2 days ago:
                Wouldn’t that innovation belong to the original Halo then?
                Halo 2 was mostly iterative improvements.
       
            piltdownman wrote 2 days ago:
            Starcraft as the first eSport Game?
            WoW as the first mass appeal Western MMORPG?
            PUBG as the first Battle Royale and catalyst for Fortnite?
            Minecraft for defining a demographic as much as a genre?
            Dark Souls, Journey or Nier:Automata for redefining what actually
            constituted the role of 'online gamer' ?
            
            The path from Quake or Perfect Dark -> Halo 2 was no great paradigm
            shift compared to the five above imo
       
              cbdumas wrote 2 days ago:
              > PUBG as the first Battle Royale and catalyst for Fortnite?
              
              As I recall, H1Z1 actually came out before PUBG (though it has
              since faded into obscurity). A quick search on Wikipedia seems to
              back that timeline[0].
              
              [0]
              
   URI        [1]: https://en.wikipedia.org/wiki/PUBG:_Battlegrounds#Develo...
       
                sickofparadox wrote 2 days ago:
                Wasn't H1Z1 a knockoff of DayZ first, which then pivoted to the
                Battle Royale format after the success of PUBG?
       
          Chabsff wrote 2 days ago:
          It's worth pointing out that what you are fondly remembering from a
          consumer standpoint was an absolute nightmare from the publishers',
          and not just for pure greed, though that definitely plays a role.
          
          Game consoles were (and still are to a some degree), by and large,
          toys. Toys that parents buy for their children with the expectation
          that they can be mostly left to their own devices with them. The
          ESRB/PEGI/etc. ratings system was put in place so that parents would
          be able to trust that they know what's in the toy without having to
          sit over the kids' shoulders every single minute they are playing. In
          a sense it's not unlike Mattel spending a lot of energy making sure
          their dolls and action figures don't pose any choking hazards.
          
          Allowing modding breaks that system, and by extension the
          accompanying trust. This is a big deal for a toy manufacturer. It's
          also why Hot Coffee was such a mess despite the content not being
          normally accessible. Parents don't want to have to care about
          technicalities.
          
          People like to think of this situation as a "think of the
          children"-type of hand-wringing, but it's actually more of a "think
          of the parents", who happen to be the ones with money.
          
          Again, not discounting the greed and DRM aspects of this, and it
          definitely sucks pretty hard for adult users of the systems, but it's
          far from all there is to it.
       
            kjkjadksj wrote 1 day ago:
            Maybe they could just set mods behind parental controls. The mod
            community is a good incubator for what you should maybe add to the
            game in the next release.
       
            robin_reala wrote 2 days ago:
            Hot Coffee was in GTA: San Andreas, a game that a “Mature”
            rating in the US i.e. only for people of ages 17+. They cut Hot
            Coffee to get to Mature from Adults Only (18+). Kids shouldn’t
            have been anywhere near these games if parents cared about what
            they were looking at.
       
              RGamma wrote 2 days ago:
              German GTA: SA (and VC) was even more cut. No dismemberment, no
              blood, no money from corpses.
              
              Austria imports...
       
                nxobject wrote 1 day ago:
                I get the gore, but _no money from corpses_? Are depictions of
                pickpocketing illegal?
                
                (I'm being hyperbolic here, but, it's still curious.)
       
                  RGamma wrote 19 hours 53 min ago:
                  There's much more detailed info what was disallowed in Vice
                  City here (German): [1] My memory is fuzzy but I think you
                  couldn't be rewarded for killing people according to the BzKJ
                  [2] .
                  
                  You'll note that the existence of a site dedicated to
                  censorship in video games means this was a big thing in
                  Germany. No longer the case as much.
                  
                  Manhunt for example was forbidden to be advertised in any way
                  (put on the "Index"), but you could sell it under the
                  counter. Some depictions triggered rules that meant games (or
                  videos, music) could not even present to their corresponding
                  regulatory body, which is USK for games ( [3] ) to be rated
                  18+.
                  
                  I used to know much more about this topic, but it's 15 years
                  in the past now... Needless to say there were a million ways
                  to circumvent this including specialised shops, uncut patches
                  and more.
                  
                  Some more: For a brief time ragdolls in Counter Strike:
                  Source were disallowed (defeated enemies lay down instead),
                  blood could not be red in Halo (alien blood was okay), gibs
                  were disabled in TF2 (corpses exploded into toys).
                  
                  Germany had problems with gore whereas the US had problems
                  with sexuality (Hot Coffee mode removal).
                  
   URI            [1]: https://www.schnittberichte.com/schnittbericht.php?I...
   URI            [2]: https://en.wikipedia.org/wiki/Federal_Department_for...
   URI            [3]: https://en.wikipedia.org/wiki/Unterhaltungssoftware_...
       
              Jerrrry wrote 2 days ago:
              Getting GTA San Andreas from the pawn shop was the happiest
              moment in my pre-pubescent life, and it had nothing to do with
              the mature aspects of it.
       
              Chabsff wrote 2 days ago:
              At the risk of repeating myself. The issue with Hot Coffee was
              that it cast a huge shadow on the ESRB system itself.
       
            bri3d wrote 2 days ago:
            I've never heard of a parent being concerned about console mods, of
            all things, and I (as a parent) don't really buy this angle. The
            original Xbox's weak parental controls could be bypassed by
            pressing X Y Left Trigger X, a tidbit that was quickly distributed
            throughout my middle school to let everyone launch M-rated Halo
            discs. Presumably if publishers were actually pressuring Microsoft
            to make a child-safe device, they'd have come up with a more
            advanced protection mechanism than that.
            
            Modifiability/vulnerability would not affect my game console buying
            decision as a parent at all, provided the console had some form of
            cursory parental controls. I'd probably choose a console that
            didn't have such a simple bypass as the original Xbox, placed head
            to head with another console, but if my kid has to go online (!),
            learn about exploit development, and run some advanced tool to
            bypass parental controls, that's a valuable learning experience,
            and they were already on the Internet somehow, a much more
            dangerous place than an M-rated game anyway.
            
            DRM and cheating are the drivers for game console secure boot.
            Cheating is getting even more important than DRM, really, IMO -
            it's one of the places where consoles have a huge edge over PC
            gaming.
       
              BlueTemplar wrote 2 days ago:
              Cheating is only a concern for a tiny minority of games (which,
              admittedly, are played by a not as tiny but still minority of
              gamers).
              
              DRM (and similar locks) is a plague over general purpose
              computing, and therefore our liberal democracies themselves.
       
              bordercases wrote 2 days ago:
              > Presumably if publishers were actually pressuring Microsoft to
              make a child-safe device, they'd have come up with a more
              advanced protection mechanism than that.
              
              They did. For the next generation. They updated their model of
              "child safe".
       
          Rinzler89 wrote 2 days ago:
          >Just buying a simple tool to load game saves and you could have a
          soft-modded Xbox in minutes
          
          Because that era Xbox was just a PC built form COTS hardware instead
          of custom HW. You can still tinker just as well today with a PC, or a
          PC based console like the Steam Deck, why bother fighting with a
          proprietary console designed to be locked down? What would you gain?
          Access to a custom X86 hardware that you can buy for cheap on the
          market anyway?
       
            MegaDeKay wrote 2 days ago:
            It is a stretch to call it just a PC built from COTS hardware. The
            NV2A GPU was a modified version on the NV20 and included the
            Northbridge. The MCPX Southbridge was custom. The DVD was
            customized for anti-piracy. The CPU is a (slightly) customized
            PIII. If it was all COTS, the XBox XEmu emulator would be further
            along than it is now.
            
   URI      [1]: https://classic.copetti.org/writings/consoles/xbox/
       
              muziq wrote 1 day ago:
              Didn’t the SouthBridge turn up in some Nvidia ATX boards ? I
              recall positively salivating on realising that one particular
              Nvidia motherboard gave us a hardware encoded Dolby digital
              signal, just like the Xbox..
       
                justsomehnguy wrote 1 day ago:
                
                
   URI          [1]: https://en.wikipedia.org/wiki/SoundStorm#Video_game_co...
       
       
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