Honestly, toughest part of Baldur’s Gate 3 is recognizing how much there is to do despite the fact that you literally have specific characters haranguing you to move the story forward (I’m looking at you Frog Wife, we’ll get to your fucking Creche when I’m ready!), which makes you feel like maybe there’s a time limit. First playthrough I missed massive amounts of the game because I felt rushed by the characters in my party.
On the other hand, maybe there does need to be a time limit so the urgency is real? In the original Fallout, on release, you had something like 100 in-game days before The Master found Vault 13 and it was game-over. They later removed this because it was seen as too difficult… but I actually dislike that it got removed. Maybe change how long the player is given, but still, give them something to press that urgency as an actual, real, urgent thing.
Never update the firmware on devices you have no issues with (if you have the choice). I learned that the hard way when I updated my LG B2 this year and now it has VRR flicker at any framerate below its refreshrate… And ofc I can‘t downgrade.
Updates for big corporate stuff rarely come with useful features or improvements anyway, just with more ads.
I really like my Playdate, and I say this as someone who was very critical of it before it came out ("No color or backlight? Only A and B buttons? Why would anyone pay $200 for that?) and received it as a gift from my very intuitive husband. I am still very critical of the fact that there is no backlight, but the damn thing is so cute and charming. I like playing games on it.
I’m very disappointed that the dock just got shelved and won’t be released. Now I have to make my own or buy an Etsy one. :(
I like the concept of the playdate. I even like the little gimmicky crank. I don’t like the non-backlit screen. And the price is a deal breaking barrier to entry for me.
Make this thing $60, and put a decent color screen on it, and I’m sold.
“Since the beginning, the number one question from Playdate owners has been: ‘When will there be another Season?’” says Greg Maletic, Playdate project lead.
I’m pretty sure it was ‘why is it so damn expensive’.
Because it has a library of interesting and innovative exclusives, making use of an unusual control input. Whether that makes it worth it or not is personal preference, but you can’t disagree that it offers something unique.
Because they are different devices serving different purposes. The r36s is a portable emulator that'll run games from different consoles; the playdate is a portable console that runs games made specifically for the playdate.
lmao, to think this game costed four times as much as APB is crazy. That game was the definition of “publisher throwing money at a single project until something fun comes out” and it was fun. How do you not accomplish that at four times APB’s budget?
because they weren’t throwing money at it until it was fun. They were throwing money at it trying to make a new “brand” and live service money printer.
“A lot of that was in my head until we were starting Inquisition and the writers got a little bit impatient with my memory or lack thereof, so they pinned me down and dragged the uber-plot out of me. I’d talked about it, I’d hinted at it, but never really spelled out how it all connected, so they dragged it out of me, we put it into a master lore doc, the secret lore, which we had to hide from most of the team.”
So, no they didn’t know the “deepest secrets” of the lore 20 years ago. One guy had vague notions in his head, and they only actually fleshed it out when they were working on Inquisition.
They’re trying to portray it as something that was done from the very beginning, as opposed to something they only pinned down in preparation for the 3rd game in the series. Nothing wrong with them getting through two games before writing out their bible, but that doesn’t make for a very compelling article.
“Certain aspects of Concord were exceptional,” Hulst continued, “but others did not land with enough players, and as a result we took the game offline. We have spent considerable time these past few months exploring all our options [and] after much thought, we have determined the best path forward is to permanently sunset the game and close the studio.”
But why? Did they actually think it was going to cost more money to keep the servers running than it would bring in? What’s the opposite of the sunk cost fallacy?
Matchmaking took upwards of 10 minutes. Maybe they could capture a core audience but all that waiting would alienate even more people. Increasing the wait time even more. They could have invested more money and re-release it, but how much money would it take to overhaul the game. And there is no guarantee, that a 2.0 would be played more. So giving it up is probably the best solution, not burning even more money. Keep in mind, it costed about 400 million $ to make.
These companies really need to learn the private server model. How is your game ever going to get up enough players to be popular when you’re financially incentivized to bail as soon as possible? Put up some public servers for players to hop on, put out a private server, and let people do their own thing. You can still monetize DLCs or even go the route TF2 went and release paid items and loot crates.
People are still playing TF2 and still spending money in the item shop. They definitely wouldn’t be if Valve had bailed on it entirely the first time they had a slump in their playerbase.
That’s kinda a weird take, since the private server model was the only model until 10 years ago or so. Companies definitely know it. It’s just not financially efficient comparing to benefiting from economies of scale with hosting. Plus you don’t lose a ton of money or piss of players if you over or under estimate how popular the game will be.
Had they gone with private servers here, they would have lost even more money than they already have. The problem here is they spent too much money on a game no one wanted to play, chasing a fad that ended before it launched.
How exactly are you presuming to accurately estimate future sales that don’t exist yet? They increased their cost of operation substantially by relying solely on servers they themselves host, and tie the future viability of their product to hosting those servers. That means there’s a clock on how long it makes sense to make the game available to the public.
If they allowed for private servers, that small initial batch of players could potentially grow. Especially if they build in the extensibility of allowing players to mod the game. As it stands, the game now won’t make them any more money, and creating the opportunity for it to ever make them money had a continuous cost. There would be no incentive to shut down access to the game itself if it didn’t carry a cost to the company.
If they happened to be one of the few successful games in their genre, then sure, hosting their own servers exclusively is a potential means of revenue. But if they’re not? It makes much more sense to leave the thing out there for people to fool around with. You never know when one streamer with a following might pick up a game and decide they like it. Can’t happen if it doesn’t exist though.
Oh shit, I’m sorry. I misunderstood what you were saying, I thought you were referring to them purchasing and running their own physical server hardware as opposed to running their servers off of a cloud platform.
I was keeping in mind that they put that much money in, surely all that money has made something playable that would make some money, whereas throwing it all away makes nothing at all, right?
I wonder if there is still going to be a Concord episode in the upcoming animated videogame-themed TV show “Secret Level”. A month ago, this was confirmed, but at that point, it wasn’t decided yet whether Firewalk Studios would be closed.
If the work was already done to make the episode I think it should still be included. The artists and animators for it shouldn’t suffer because the thing their story was based on flopped.
That’s an idealistic point of view and certainly an admirable one, but it might not be realistic. Perhaps Sony execs simply don’t want people to be reminded of this flop they signed off on.
eurogamer.net
Aktywne