• @beebarfbadger
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    93 hours ago

    “Of course it was cost-intensive to program an engine that will render every single eyelash at a resolution that will require the player to buy an additional graphics card for each eyelash concurrently on-screen, but now we only need twelve and a half billion people to buy, no, what am I saying, to pre-order and pre-pay the Ultra-Super-Deluxe-Collector’s Edition and we’ll start to turn a profit.”

    • current AAA gaming
  • @[email protected]
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    74 hours ago

    Single player games with a good story and fun replayability are what I’m after. Or co-op. Occasionally, a fun multiplayer with a risky, innovative design like Lethal Company.

    If a game requires me to collect 100 goddamn feathers, or press X 20 times to “survive” a heavily scripted encounter, you are doing your game wrong. Look at Black Mesa, look at Subnatica. Look at the games that took risks like Lethal Company or Elite Dangerous. You don’t have to appeal to everyone. You have to tell a story well, and the gameplay should be unique and interesting. Larian understood that with Divinity 2, and made improvements to both story and gameplay in BG3.

    • @[email protected]
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      2 hours ago

      Lethal company is literally just old school d&d tho

      You go into dungeons, try to avoid all the monsters because they can kill you in one hit, get the treasure they protect and gold is xp.

  • @RightHandOfIkaros
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    175 hours ago

    And development teams are too big. No game should realistically be having 500+ people working on it. That’s too many people, too big a ship to steer fast enough for the changes that happen in game development. Even the biggest games have done very well with teams of 250 or less, including all staff that work on the game, how about development studios pay attention to that?

    • @lepinkainen
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      34 hours ago

      People expect all games to be multiplayer with online live ops and events and a steady flow of new content.

      That’s why you need to have a 500 person team. Someone needs to be designing and coding the valentine’s event for 2025 right now

      • @[email protected]
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        31 hour ago

        Companies want all games to be multiplayer with online live ops and events and a steady flow of microtransactions money.

      • RubberDuck
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        21 hour ago

        Who is these people that want this? And even if they do. Creating a good game does not need 500 people. And if you want to provide content after setup several small parallel teams to make cosmetics and stuff.

        But the whole live service is something the companies want. So they can keep monetizing it and turn if off once a new iteration is done.

      • @Katana314OP
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        104 hours ago

        I’ve heard this often, but most of the games I see people consume live updates for weren’t initially planned to get such constant updates.

        Ex: Dead by Daylight. Released as dumb party horror game with low shelf life. Now on its 8th plus year. Fortnite: Epic’s base building game that pivoted to follow the battle royale trend, then ten other trends. DOTA 2: First released as a Warcraft map. GTA V: First released as a singleplayer game before tons of expansion went into online. Same with Minecraft.

        It just doesn’t make sense to pour $500M into something before everyone agrees it’s a fun idea. There’s obviously nothing gained in planning out the “constant content cycle” before a game’s first public release.

  • @ampersandrew
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    226 hours ago

    Games got bigger to their own detriment. Halo and Gears of War are open world games now, and they’re worse off for it. Assassin’s Creed games used to be under 20 hours, and now they’re over 45. Not every game is worse for being longer, as two of my favorite games in the past couple of years are over 100 hours long, clocking in at three times the length of their predecessors, but it’s much easier to keep a game fun for 8-15 hours than it is for some multiple of that, and it makes the game more expensive to make, raising the threshold for success.

  • @[email protected]
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    6 hours ago

    Pretty much what I’ve been saying for almost a decade, mostly in response to “game development is expensive, that’s why AAA games need *insert extra revenue streams*”. My response has always been that games are bloated with feature creep and if there was an actual issue with development costs the first thing you can cut are features that don’t really add to the game. Not only do you cut development costs but you arguably make a better product.

    Nice to get some validation because it’s been a rather controversial opinion. People have argued nobody would buy AAA if it’s not an open world with XP, skills and crafting. Or a competitive hero based online shooter with XP, unlockables, season pass and 5 different game modes. I guess now people don’t buy those even if they are all those things

  • @hypna
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    5 hours ago

    Space marine 2 seems like a good example of this.

    Single player campaign: mediocre

    CoOp missions: mediocre

    Competitive multiplayer: poor

    Seems like dropping one of those might have allowed the remaining two to earn a “pretty good”

    • @ampersandrew
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      4 hours ago

      It seems to be resonating pretty damn well for them. In fact, the competitive multiplayer has been praised for its simplicity and feeling a lot like the kind of multiplayer that we used to get so much of back in the 360 era.

      • @hypna
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        24 hours ago

        Who praised them? But I don’t know what measure we’d use to determine the general reception of this particular feature. Particularly given that almost all video game journalism is mere marketing. So that’s probably not a fruitful point to argue over.

        Instead I’ll offer the things that I think earn the competitive multiplayer a poor rating.

        • No skill or even experience based match making. Too many games are blowouts because all of the level 1 players were put on one team.
        • Teams are static once a match lobby has formed. If the teams are poorly balanced they will continue to be forever. Players can’t even switch voluntarily. The only remedy is to bail on the lobby and hop into a different random one.
        • Classes and weapons are poorly balanced. The Bulwark is a key example of a too strong and not fun design. The Assault class, and melee in general is in a pretty poor state (unless you have an infinite defense shield that lets you walk up to people). Many of the weapon options for the classes are almost unusably weak, so class loadouts tend to be very samey. Grenades are spammy and the shock grenade blind duration is not fun.
        • Players are randomly assigned Imperial or Chaos marines. But there is basically no character customization for the Chaos marines, while the Imperial marines have 5 or 6 different sets. Either the enemy team should always appear to be Chaos with their NPC style, or they should have included equivalent Chaos customization.
        • Players have minimal control over which game modes they play. It’s either 100% random or selecting a single mode. A configurable selection is a common multiplayer feature.
        • Map design is bland. This is perhaps a more personal preference, but I find the symmetrical, arcade arenas with no narrative character boring.
        • @ampersandrew
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          24 hours ago

          I watch and listen to a lot of Giant Bomb and SkillUp, and both had praise for the multiplayer modes, warts and all. I can’t agree with all games media just being marketing, otherwise you’d never see bad reviews for the likes of those publishers spending all that money on marketing. It may not have worked for you, but doing all of those modes has done very well for the game.

        • @ampersandrew
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          24 hours ago

          It was also famous for having multiplayer modes that were just fun and didn’t ask you to commit your life to them. Some of those multiplayer modes were really cool.

    • @Katana314OP
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      24 hours ago

      Reminds me of many “The reason why Call of Duty sucks” arguments I heard as a kid.

      Like, my own tastes agree with you. But you don’t bring that argument into game industry discussion because fact is, the game is doing very well financially and obviously many players disagree with you. So you have to take that data, and work back to decide what the logical conclusion is.

      • @hypna
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        4 hours ago

        If the argument is that SM2 is successful because it limited it’s scope to execute a smaller number of features well, I don’t think that holds up. It took on three different types of games and (imho) executed merely okay. What more could they have added? Open world? MMO?

        I think the more plausible explanation for the sales is that it’s Warhammer, it’s pretty, and SM1 was good.