(Poll) Would anyone play an adult game made for Windows 9x? DOS?

Would anyone play an adult game made for Windows 9x? DOS?

  • Hell yes!

    Votes: 17 63.0%
  • No. Are you dumb?

    Votes: 10 37.0%

  • Total voters
    27
Apr 19, 2019
60
83
I know there's demand for adult games. I know there are other people out there who enjoy old PC games. Maybe they even own a 1995 era gaming PC they put together. (I sure do.) Is there any overlap between these audiences?

If I were to create a game for DOS or Windows 95/98 targeting specifically the PC hardware of the early to mid 90s, would anyone play it? Keep in mind this would not be a commercial endeavor. The game would be completely free. You could play it on a period accurate computer through native Windows 9x or DOS, or you can use a modern computer to play it through the usual methods; virtual machine, Dosbox, etc.

I'm probably going to make it regardless of the results of this poll. I'm just curious if anyone will bother to play it.
 

Cryswar

The Profound Dorkness
Game Developer
May 31, 2019
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Umm... maybe if I heard it was great, the content was appealing to me, and if it wasn't too hard to play it through alternate methods.

Certainly wouldn't jump at it admittedly.

Why, though? Is there some kind of functionality dependent on that, or just the aesthetic, or what?
 
Apr 19, 2019
60
83
Why, though? Is there some kind of functionality dependent on that, or just the aesthetic, or what?
It's not just the aesthetic, and there's no dependent functionality. If it were just the aesthetic, it's easy enough to make a modern game look retro. I just really like the computers I grew up with. Also, paradoxically, limitations make for more creativity. It's the same reason people still make games for the Sega Genesis/Megadrive or the PICO8 fantasy console. Having to pay attention to memory limitations, a limited color palette, low processing power, and make it all fit within those parameters means you often need to come up with some very clever ways to make it all happen. Today you have all the memory and processing power in the world. Very few games come close to actually utilizing it to it's potential, and developers can afford to get lazy. Why optimize when your 16 core CPU with 32 GB of RAM can chew through your horrible spaghetti code like it's nothing?

Hell, maybe I'll go even further. How many people would care to play a new pornographic Commodore 64 game? Apple IIe? TI-99?
 

Pretentious Goblin

Devoted Member
Nov 3, 2017
9,202
7,717
I love games that look straight out of 1994 (examples 1, 2) but I sure don't have a retro computer lying around. I'd run it through DOSbox, provided it's not too much trouble since I'm not familiar with the software.
 
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anne O'nymous

I'm not grumpy, I'm just coded that way.
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Also, paradoxically, limitations make for more creativity.
While I get your arguments, they are just fallacious.

You can perfectly limit the palette you'll use for your CGs on a modern computer. You can perfectly limit yourself in terms of memory use. You can perfectly optimize your code while still having 8 cores at your disposition, and you can even decide that you'll not go further than a given CPU charge.
And yes, doing so with modern computers can effectively force you to be more creative. But doing it directly with the material of those time will never have a positive impact on your creativity. It will force you to be smarter, but never more creative than you could be with modern computers, even with all the restriction I listed above.

Creativity don't come from limitations, but from yourself, and only from yourself. If you're smart and creative enough to make something innovative with 30 years old technologies, then you're also smart and creative enough to make something even more innovative with nowadays technologies. It's a question of will, not a question of obligations.
At the opposite, if you need those limitations to effectively be creative, then it's not creativity, but adaptability. You haven't done something new, you've done differently something that you already had in mind, or that already exist.
Before it became the name of a rootkit in 2018, LoJax was the generic name used for all the solutions offering Ajax support to browsers without the XMLHttpRequest object.
Was it creative ? Not really. It was possible to do this since a decade (just use the DOM to add/change a script tag) but nobody thought about it before Ajax appeared. They just adapted the creativity of someone else.
Was it less a "horrible spaghetti code" ? Not at all, it was the opposite. Since you had a really limited range of possibilities, you needed to add tons of safeguards and watchdogs in order to ensure that everything was under control.
Was it really used ? Not outside of pure tech demos.

And I said this as someone who was part of the CPC demo scene in the 80's. Therefore as someone who know what counting the number of ticks of your code, and the number of bytes of your files, while still trying to be more creative that the others, really mean and imply. Someone who know that each advance made by the technology made me more creative than I ever was previously, because it always opened new opportunities, new ways to play with what I have at hand.
Would I be able to do amazing things if I had to make a CPC demo today (assuming that I remember how to do it) ? Without a single doubt the answer is yes.
Would this be creativity ? No, I would just try my best to adapt what I now know possible because I've seen it done, or did it myself, with more modern technologies.
Would this be better than what I could do in the same number of ticks and memory use on a modern computer ? Absolutely not, because nowadays CPUs (and so ASM languages) include instructions that do on two/three ticks what needed at least ten ticks in the past. This while compiled, and even interpreted, languages are more optimized, partly because of the extensions of CPU instructions. And also because we now have the GPU, that will let you have, in few ticks, amazing effects that wouldn't even be possible in a single refreshing cycle of the screens of those days.
 

khumak

Engaged Member
Oct 2, 2017
3,833
3,872
Only if it actually worked on the current version of windows. I don't mind using something like dosbox to play old games, but I wouldn't install an obsolete OS just to play a game.
 
Apr 19, 2019
60
83
While I get your arguments, they are just fallacious...
I wasn't really posing an argument, just answering a question. I know creativity itself doesn't come from limitations, but then you seemed to agree limitations can force you to be more creative, which is what I was saying anyway.

That fluff aside, the real reason I want to do this:

I just really like the computers I grew up with.
 

anne O'nymous

I'm not grumpy, I'm just coded that way.
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That fluff aside, the real reason I want to do this:
Well, good that you like the computers you grew up with, I understand and respect that. But did it really mean that you have to make a game, adult or not, for them ?
I mean, I don't like my CPC, I love it ; the first love of my life. It was my first computer, bought with money that I pained to earn. I started to code using it, and was a celebrity (well, locally, but when you're a teenager it's already wonderful) thanks to him. While I already had a PC at this time, I even past hours to write a driver to use its parallel port as serial port, then one to command the modem, and after this a BBS software, just to be able to say that I was browsing a BBS with my CPC ; I was both young, genius and stupid ;)
I am who I am because I had this computer, and I literally cried the day it died because of a fucking flooding ; a part of me died with it this day. Yet it's not because it's now nothing more than a brick full of memories, that I don't have the idea to make an (adult) game with it.

There's a time when memories have to stay memories. If I had the idea to code something for it, I would just hurt those good times. Mostly because I would see that the reality is in fact far to what my memory tell me.
For me, as I remember it, it's a computer that is limited, but not that much. Yes, it only had 16 colors, but the graphics were amazing and so realistic when made by professionals. Yes, it had a limited number of CPU instructions, but it was so fast... But the reality is that 16 colors, for what was probably a resolution of 200x200, don't do good graphics, and a 4MHz CPU is near to 1.000 time slower than a single core of any nowadays CPU.
And while I know all this, I don't want to see it ; I want it to stay an uncertain knowledge I have but can easily deny. And you should do the same. Keep your memories as they are, it's way better this way.
 

F4C430

Active Member
Dec 4, 2018
650
745
Code:
(insert disk 1 of 6)

C:\>a:
A:\>setup.exe

(floppy disk noises)

CHOOSE YOUR GRAPHICS:
1. EGA
2. CGA
> 2

CHOOSE YOUR SOUNDCARD:
1. Soundblaster
2. MIDI
> 1

A:\run

(floppy disk noises)
I definitely agree that limitations force creativity. I find it easier to create things when there's limits to what i can use. It can be a bit masochistic but the challenge is what makes it rewarding (usually only for the dev).

Whether you use a hard limitation or a soft limitation usually means nothing to the end user though. That decision is really all about the dev's pride. Do you want to be proud of the authenticity that your game would actually run on the old system specs (like Shovel Knight), or do not mind cheating the color palette and pixel resolution when it's convenient? I've played around with Assembly for fun so i respect anyone who wants to go with the hard limitations.
 
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