It’s not gonna stop. They’re literally just a holdings company that has publicly said they will always act to maximize shareholder value. That’s it’s. That’s all they do. they’re not a game company.
“That being said, I want to call out the way Unity chose to communicate these layoffs. Receiving a 5am email from ‘noreply@unity’ informing me that my role was being ‘eliminated’ and that I’d lose system access by the end of the day felt completely abrupt and impersonal. Unity must do better in how they treat their workers in hard times like this.”
Oh the irony, they are almost there. Trying to appeal to empathy and humanity of a corporation in the same breath that they acknowledge the lack of it.
There is no humane nature intrinsic in corporations. People need to stop humanizing it. Treat it like It is, know that you are being taken advantage of, you are being squeased, extracted of every value you can give and then discarted.
The arrested Roblox developer was later identified as Mikhail Jacob Olson, also known as Simbuilder. Per the Chronicle, Olson was taken in (and later charged) for having a concealed firearm in his vehicle, along with “possession of armor-piercing munition and a large capacity magazine activity.”
Fuck, the dude was ready to commit mass murder. Anyone got more details on him and/or why he might have wanted to kill people there?
Do you know how little that narrows it down? There was also the controversy around them essentially exploiting free child labor - www.youtube.com/watch?v=_gXlauRB1EQ
That really doesn’t do anything at all to explain why one of the devs would get arrested for brandishing(?) A handgun. Literally conveys no other information other than “Roblox devs bad”, same thing is true of the rest of this thread now that I think of it.
Like just going off the title, that could be describing a would-be mass murderer who got foiled as easily as it could be describing some guy who just forgot to take off his conceal carry and the wrong person realized before he did.
I have to wonder what kind of ammo that is really, I’m a firearms enthusiast and have never seen armor piercing ammo for sale anywhere. Pretty sure it is illegal everywhere.
The three patents—all filed in Japan between May and July 2024—draw similarities between Palworld and 2022’s 2022’s Pokémon Legends: Arceus specifically. Their descriptions concern game mechanics like “riding an object” or throwing a ball to capture and possess a character in virtual spaces.
Wait…so the patents didn’t even exist when Palworld was released into EA? or am I missing something?
You’re not, but there’s a preexisting patent, and these three are basically extensions of that patent.
Essentially, Palworld needed to know what supplementary patents Nintendo was going to file in the future in Japan so they didn’t run afoul of the patent from the past. You know, textbook legal psychic stuff, really. /s
I hope Nintendo hurts itself in its confusion as its lawyers flail before the Japanese courts.
There was an article from years back, I want to say around 2019 or so on then-Gamasutra, about how it was already too late to stop the bubble from bursting because all of these games are trying to get everyone’s attention (I’m having trouble finding it now). Now the bubble is bursting, and big games these days have dev cycles of about 5 years, putting us right here in 2024. Get dev cycles to 3 years or less so that you can actually react to changing market conditions, and charge a fair price for a good product. Maybe sequel it or otherwise make regular old expansion DLC. That was sustainable. No one even makes a multiplayer game anymore unless it’s intended to be rigorously competitively balanced or suck up all of your time and money through grinding.
Get dev cycles to 3 years or less so that you can actually react to changing market conditions, and charge a fair price for a good product.
This industry’s already killing people with overwork and stress. Increasing the time pressure isn’t going to improve the quality or bring the price down.
We don’t need faster game development, there are already more games out there than anyone could play. We (the market) need to encourage quality over quantity.
The industry kept making games bigger that would have been better off if they’d stayed smaller. I’m not saying to make the games they make now in less time. I’m saying stop making games that take 5 years to make and instead make games that take 3 years to make.
You’ve described the AA/indie scene which took the chunk of the market big publishers abandoned including whole genres of games.
The problem is investors saw the line go way up, passing even Hollywood so to keep it riding forever they apply Hollywood-sized solutions.
Except you can’t just shuffle live services a few weeks around another so you can milk the box office. They want us to spend all our time in their game services so people will pick one game for a time so they are cannibalizing each other and eroding trust as games fail and abandon the players that did buy into them.
And what you’re describing is the economic realities of a bubble bursting, which means they have to pivot to making something sustainable that the market actually wants. That doesn’t mean AA or indie exclusively. It does mean smaller scope. Halo and Gears of War could be created much faster when they were linear games, and now they’re both open world and arguably worse off for it.
I suspect that Unreal 5 is going to make Epic so much money in the coming years. Taking 5% after the first million dollars doesn’t seem like a lot until you remember that the next Witcher and Cyberpunk are both Unreal 5 developments.
The next mainline Tomb Raider game is also going to be Unreal 5. That is if Embracer hasn’t bankrupted themselves or sold Edios/Crystal Dynamics before then (although I’d be thrilled if that happened).
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