Goodbye Zachtronics
kotaku.com
kotaku.com
So it’s sad, but also awesome in its own way, that 2022 will see the end of Zachtronics. Not because their publisher shuttered them, or because their venture capital funding ran out, or because Activision made them work on Call of Duty, or any other number of reasons (bankruptcy! scandal!) game developers usually close their doors.
No, Zachtronics is closing because...they want to.
“We’re wrapping things up!” Barth tells me, way more enthusiastically than you would normally expect under these circumstances. “Zachtronics will release Last Call BBS next month. We’re also working on a long-awaited solitaire collection that we’re hoping to have out by the end of the year. After that, the team will disband. We all have different ideas, interests, tolerances for risk, and so on, so we’re still figuring out what we want to do next.”
I play games too infrequently to invest the necessary bandwidth into a Zachtronic game, but I read some of ZACH-LIKE and always respected the philosophy. As long as no one is getting the rug pulled, this sounds like an awesome way to go and an awesome thing for the gaming industry. Hopefully this means more smart indie gems in the future.
Shuttering my startup last year, I felt this one. I think I quit six months later than I should have. Knowing when to quit is difficult...especially when you think others are depending on you. I applaud this team for leaning into that instinct.
Like someone else mentioned, it's more like a band breaking up because artists no longer want to follow the framework and expectations that they have progressed into.
But, of course, if Klei was stopping updates to Oxygen Not Included tomorrow, you could still play the game exactly as it is now, and people could also still make mods.
"A game without someone to play it is hardly a game, and it’s only because of our players that our games have meaning and a life of their own."
Fiduciary money is basically when your note say 'the issuer promises to give the bearer X on request', where X can be a cow or certain amount of gold or some other base currency.
Without commerce, this kind of money essentially degenerates into a voucher. But vouchers have some (minimal) meaning, even without being used in commerce.
But to be honest, money that changes hands often looks a lot more 'commerce-y' to me than money that just sits in a drawer until it is redeemed once.
Whether you obtain a car by spending your bill or obtain gold by redeeming your bill... you gave your bill in exchange for the good.
From an individuals perspective, there's a difference between letting my money sit under my mattress or letting it accumulate interest in an account.
I can only spend it once in the end, but the money did different things for me while I was still waiting and deciding.
Definitely interested to see what they do in the future, the fact that it'll be under a different name doesn't really matter to me.
Given that the studio is disbanding, I don't think it would make any sense for any of the former members to continue a new project under the Zachtronics name. They're not just continuing to work together on something else. To quote:
>"We all have different ideas, interests, tolerances for risk, and so on, so we’re still figuring out what we want to do next."
For game developers it's probably more risky with platforms like Steam prominently showing the aggregate user reviews for a particular title. If they decide to go in a different direction they risk alienating their previous customers and giving the release a very negative rating when it could be a hit if it had a new name behind it.
Imagine if FROMSOFT (a renowned developer of tough 3rd person dungeon crawlers) decided to develop a straight chess game; it might be first in class and have absolutely everything a chess enjoyer might want, but I imagine it would be roundly derided if published under the FROMSOFT banner.
I hope every Zachtronics contributor can get the resources to make their next dream project, and the entire industry becomes a pinch more Zach-like.
This exists to some degree but most of the examples I can think of are specifically about retro games, rather than any and all video games. Lemon64 and LemonAmiga exhaustively document who worked on what in the c64 and Amiga games scenes, for instance. MobyGames does cover modern games but a few checks of modern games sure don't have any credits beyond company. IMDB does cover games but also doesn't delve into any more detail than company.
https://www.mobygames.com/developer/sheet/view/developerId,4...
This has resulted in a few problems where people get their name stripped off of a game they worked hard on but left the company prior to release etc. Also people may appear on the credits that were in fact in a different department on a different team and never touched the game.
But it would make sense to call what they are doing 'dissolving the studio', even if some legal entity (either the same or a successor) stays around.
- the requirements for each piece of work are expressed completely clearly
- you get immediate feedback on whether your solution works
- you are given, without having to build it yourself, accurate metrics for how your solution measures up in terms of costs, speed and so on
- you get to revisit problems as many times you like at your leisure and reoptimize your solutions to make them more elegant or to prioritize different properties
then I definitely envy you. For me, those things being part of the zachtronics experience turn playing the games into a shortcut to the dopamine-producing parts I love about coding.
Give your workplace one point for each of the following:
1) you create acceptance tests for features before coding them
2) you have metrics that provide immediate feedback on how a feature performs
3) you have a system for determining the technical challenge level of each feature
4) you allow developers to tackle problems at the level of technical challenge they are comfortable with, so they can develop mastery before moving on to more tricky problems
5) you let people play card games between projects
6) your workplace has a striking and coherent aesthetic, complementary soundtrack and a compelling storyline
… maybe not the last one.
The reason being that I stop and think: "This is scratching an itch that something _actually_ productive would as well". So whenever I feel like playing Factorio, I pick up a side-project instead if one's been neglected.
I like the Zachtronics games not because I feel productive but because I enjoy the nature of the problems they present, and the fact that I can pursue them without any of the headaches or stress that may come with normal work.
But I know understimulated teenage-me would have been all over that stuff, so there's definitely a market for it.
Shenzhen I/O otoh felt like work.
Or jyst some interestimg hardware project in general.
And getting it wrong won’t set fire to anything. Or get your LAN hacked.
I miss the particular challenge of the older games like Spacechem.
(I’m sure people also have less nonsense and make money from it, but I don’t right now.)
The programming game TIS-100 gives you a view of the internal state of the machine far superior to what exists with most systems. The exception being that Commodore 64 emulator that shows _everything_ going on in memory in real time.
More often (in the embedded world) you are debugging things via JTAG and a serial port (if you are lucky) or a GPIO-driven LED (if you are not lucky or this is super-early in the boot process). And often the JTAG is less than 100% reliable.
Today's GPUs are more about executing the exact same small program in a massively parallel way, and not individually programming each of the compute elements.
You know... it would be a fun project to make a TIS-100 in actual hardware on an FPGA or something. Actually, if you aren't the FPGA type, you could just write an emulator on an 8-bit microcontroller, and connect them all together. Bonus points for having each one with a display that shows its current execution state.
Unfortunately, the latter half of the programming games generally gets too messy for me. I lose patience with them and never end up completing them.
I don't regret buying them, though. I have a lot of fun with them before that.
I remember hearing the same thing about the show Silicon Valley. People in the workplace would say things like "OMG I can't even watch that, it's so like our daily lives!" -- is it? Yes we're coders, but is it?
Having said that to each their own :)
Factorio is more like work, because they don't know when to stop. There is just too much going on, too much complexity.
It sounds like he’s found peace with it and had fun and is on to something else. Good for him. That would be hard for me.
Based on Zachtronics' other games, I really doubt Infiniminer would've gone in that direction had its development continued.
The game had a leaderboard, and at one point an old programmer colleague reached out to me to ask if I was cheating - that’s something I’m still very proud of to this day!
https://www.zachtronics.com/infiniminer/
Released in 2009, and a direct inspiration to one Markus Persson to create a game called Minecraft.
I remember Sauerbraten from before that (released in 2004 according to Wikipedia) and had assumed it was more in the inspiration line.
The World of Notch - The origins of Minecraft | https://web.archive.org/web/20160604071857/https://notch.tum...
> While looking through some project folders, I found an old protype of a game that never quite became anything. Kinda.
> It was called “RubyDung” (for various reasons), and was supposed to be a base building game inspired by Dwarf Fortress
> As the RubyDung engine got more advanced, I started thinking about adding a first person view for following your minions around, kinda like in Dungeon Keeper. It worked ok, but the graphics got very pixellated and distorted, so I left it out.
> But then I found Infiniminer. My god, I realized that that was the game I wanted to do. I played it in multiplayer for a while and had a blast, but found it flawed. Building was fun, but there wasn’t enough variation, and the big red/blue blocks were pretty horrible. I thought a fantasy game in that style would work really really well, so I tried to implement a simple first person engine in that style, reusing some art and code (although not as much as you’d think) from RubyDung, and came up with this: http://www.youtube.com/watch?v=F9t3FREAZ-k
Unfortunately, that last YouTube link is not viewable for me ("This video contains content from Nizzotch. It is not available in your country.").
But the conclusion is: Infiniminer was definitely a huge inspiration on Minecraft.
The first version of Minecraft was developed May 2009, Infiniminer was released April 2009.
So they basically got tired of making more Zachlikes, which is more than understandable at this point. Amazing games, but I think they can safely say their job is done after they've basically kickstarted a genre. Rather than being sad seeing Zachtronics go, I'm sort of anticipating to hear more about some of those smaller "weird" projects Zach alludes to in the article. Would be much more tragic to see a designer of that caliber left feeling stuck making games in a similar vein for longer than they feel is necessary.
Full disclosure, I'm an old friend and glad to see him mentioned. I'm lucky enough to be reading an early draft of a novel he's been working on as we speak.
Glad they got to go out on their own terms. They're such a niche game studio that I was really worried that they closing their doors because of market apathy or dissatisfaction with the status quo. This is a good ending.
https://twitter.com/search?q=nathangelman&src=typed_query
Nathan also pretty consistently likes orthodox jewish content on Twitter, which, to be clear, isn't bad on its own, but with that plus the deleted tweet during the latest I-P conflict, thing I think it's maybe safe to say that Nathan, likely Zach's direct report as he is the "Director of Publishing and Studio Operations", has got some STRONG political beliefs. What I SUSPECT is that Zach probably just got tired of dealing with that and, given the ownership structure, has to "end" Zachtronics to step away from them.
It's tenuous evidence and maybe doesn't mean anything, but the only other point that makes me think Alliance is a not-great-company to be under, is that on the episode of Eggplant show where they interview Bravery Network Online creators (other studio/game Alliance published), The BNO people said that "the legal issues that came up on the game were some of the worst things our lawyer said they ever encountered". (Don't have the exact timestamp but here's the episode)
https://podcasts.apple.com/us/podcast/bravely-replacing-rand...
Again, maybe nothing, but maybe something. idk.
> I was hoping that I’d really like teaching and stay with that for a few years, but I learned that’s definitely not the case and I’m having a hard time imagining anything other than games in my future, in some shape or form.
They will likely be doing it forever, they just want to try something else than a small 5-member indie team maybe?
Robocode is also cool, but you code in Java instead of assembly, anyway.
Games like Signal State or Turing Complete.
But it's a sad goodbye to Zachtronics. They have a certain style of layering story to take you out of the raw mechanics which most their rivals don't. I think Shenzhen I/O was their peak but TIS100 is also a must-play and I certainly enjoyed most their other games.
For instance, just browse through some of the datasheets of Shenzhen I/O. It mimics reality all too well (mistakes in datasheets, chinese-only text, various fonts and layouts, handwritten notes, etc.).
The rest that I've seen weren't even in the same ballpark of polish. Maybe in a world where we only got the Codex of Alchemical Engineering, they would seem more up to scratch. But we've had Opus Magnum and Exapunks.
I wish I could have convinced more people to play TIS100. I will have to try some more.
Sums up a lot of indie game developers perfectly. Find a niche, can't escape the niche.
Do you believe there's perhaps a kind of student that would be proficient in coding while not showing particular skill (or engagement) in solving those kinds of puzzles?
I wouldn't ask them to finish the game, but watching how they absorb what they're shown and whether they can expand this to new solutions is a fairly easy tell most the time.
RIP. I'm glad you went out on your own terms.
I'd revisit older games to see which steam friends beat my scores, and then I'd go back through and rediscover, optimize, and get back on top.
I'll definitely miss their games.
He sold Zachtronics a few years ago so I wonder if he is free to start a new game company.
I have particularly fond memories of SpaceChem, and subsequent releases always switched things up enough to be fresh and interesting, while also riffing on the same fundamentally satisfying abstract game loop of “solve an algorithm with limited resources, then optimize”.
> “My original plan was to wrap things up at Zachtronics and then find a new job teaching high school computer science, but the timing was off,” he says. “I just finished my first year of teaching and Last Call BBS hasn’t even been released yet! I was hoping that I’d really like teaching and stay with that for a few years, but I learned that’s definitely not the case and I’m having a hard time imagining anything other than games in my future, in some shape or form.”
Thats
A) really fucking hard to do, I tried it once*, and I wasn't cut out for it. Teaching takes a special kind of person and a fuckton of effort, and deserves to be paid honestly more than I make as a programmer of computers which at least stick to their syntax rules.
B) the class was small enough that he could put in the individual attention and working-together to make it happen for us.
Unfortunately for the public school system the teacher left a year later.
* I did a boot camp for middle through highschool, and while highschoolers are tough, they were far more willing to work together towards an abstract goal than middle schoolers, for which every day is a bad time for everyone involved.
But I don’t know, maybe things changed in the past 17 years xD
This sums up school and work for a lot of the population I think.
edit: I'm dense. It's your interview! That was a great one, btw. I really enjoyed it.
Time to replay shenzhen.io
“I just finished my first year of teaching and Last Call BBS hasn’t even been released yet! I was hoping that I’d really like teaching and stay with that for a few years, but I learned that’s definitely not the case and I’m having a hard time imagining anything other than games in my future, in some shape or form.”
Please do, but don't just teach CS! I'll go back to high school. My kid will hit high school in about 7 years.
I enjoy programming (when I'm programming something I'm interested in, anyway), but don't like almost any puzzle games.
There are a handful of exceptions: I loved Factorio (which could be considered a puzzle game), Gorogoa, Inside, and The Swapper.
But Zachtronics games and most other puzzle games leave me cold.
Yes. That's the first Zachtronics game I tried, and was sorely disappointed.
In my view it's just a puzzle game.
It helps that there are multiple solutions, and you can try to optimize in a certain area like speed or size.