https://www.acriticalhit.com/solved-miyamoto-quote-late-game-bad-forever
Turns the quote of “A late game is a game that arrives late, a rushed game remains bad forever.” is not from Miyamoto. It’s from a trans game dev from 1982/1992 named Siobhan Beeman.
While tweeting about my latest attempts, a mutual pointed out to me that the reason I’ve been having trouble finding her is that she’s since transitioned and changed her name to Siobhan Beeman. This is such a not-uncommon occurrence in the gaming industry that, honestly, anytime I can’t find someone and there’s no obituary, I assume they’ve simply transitioned.
Thanks to this new lead, I was able to get in contact with Beeman and ask about that GDC panel, and she confirmed: “To the best of my recollection I came up with that phrasing. The sentiment certainly existed in the industry, especially at places like Origin.” Beeman was the project director at Origin from 1989 to 1992.
“A delayed game is eventually good until a bad update then it’s bad forever” or something
“Late is for a little while, suck is forever” - Gabe Newell
The quote is:
A game is only late until it ships, but it’s bad forever.
And it likely is not from Miyamoto, but instead seems to be fairly common sentiment from various western game devs going back to the mid to late 90s.
https://www.acriticalhit.com/solved-miyamoto-quote-late-game-bad-forever
There does not appear to be 100% certainty as to who coined it or phrases it first…
…but this not not change the underlying meaning of the quote and its similar permutations:
A game that sucks on release date because it got rushed out the door is always remembered as a game that sucks, whereas a game that is delayed is only remembered as delayed until it comes out, fully developed.
This seems obvious, but somehow it evidently is not, as the history of video games is full of stuff that was rushed out the door before it was fully baked, and these games very seldom get updated and finished to the point they defeat that stigma.
The fact that games can be more easily patched now has not actually changed this, again, excepting very rare instances. The stigma of a broken, half cooked release is still nearly impossible to overcome.
Jedi Survivor still deep fries if you try to play with Steam Input on
Not sure if that’s a game issue though
Steam Input… as in, you are playing on a Steam Deck?
That would likely be from Proton not quite catching up to it?
Steam Deck and linux gaming in general is a bit of an extra complication to this quote, as significantly fewer games are actually released with native linux support, and Proton is basically a compatibility layer that translates various levels of code in the game that are designed to work in windows to work in linux, and it has to be constantly updated to keep up with new methods used in games.
Anyway I don’t know as I have never played Jedi Survivor, but I have played games on linux for about a decade now, and it is absolutely wild to me that we went from basically not being able to play any current games made for windows, to now being able to play the vast majority of them, with the occasional exception of a totally new AAA game, or an online game that refuses to allow its anti cheat to function with a linux system.
No I’m on windows, I own the game through Steam.
Unless I have Steam controller input completely disabled, the game freaks out when I try to play with a controller (buttons being registered twice, over sensitivity, inputs not working, etc.) I do think this is more of an issue on Steam’s end, however.
Steam has a built in software that allows you to use a controller to play non-controller supported games. I assume this is so that you can play these games on the Steam Deck. It does this by mapping controller inputs to keyboard inputs. What I believe causes the issues is from Steam trying to use its software at the same time the game is using its native controller support, causing double input. This also causes the game’s UI to flicker between keyboard and controller icons whenever you try and do something.
Now, Steam normally only enables this software on games/apps that don’t have native controller support, and, therefore, has it automatically disabled for Jedi: Survivor. FOR SOME REASON, HOWEVER, when you launch the game through Steam it (seems to) recognize both the game itself and the stupid-ass EA app Steam launches alongside it as instances of Jedi Survivor. Since the EA app does not have native controller support (obviously), Steam enables it’s controller input software for that app. This FOR SOME REASON causes the inputs made inside Jedi: Survivor to be read by Steam Input software for the EA app, which then sends the translated keyboard inputs back to Jedi: Survivor, causing double input.
The way I have found to solve this issue is to just disable steam input for all software. Something I have not tried, but would probably work is adding the EA app to my steam library as a 3rd party app and then disabling Steam Input for that. This should allow me to still use the software for other games without constantly having to turn it off and on again.
This probably doesn’t make any sense to anyone but me lol, it’s midnight for me right now and I tend to ramble when trying to explain something.
Hey, that makes sense to me!
Only thing I can add to your explanation/troubleshooting is: maybe you have some specific controller, or said specific controller has some specific firmware on it that is contributing to the situation?
Unfortunately, I have very little experience playing PC games with a controller, I hope you are able to solve your problem =)
“No! This isn’t how you’re supposed to use this quote!”
“Every Mario has its Bros.”
a delayed game is ksp2 until it is ksp2
“He’s so cool!”