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AstralPath, do games w Heart Machine making layoffs and ending development on Hyper Light Breaker

What a huge disappointment after the masterpiece that was Hyper Light Drifter.

I’m genuinely sad about this one.

ook,
@ook@discuss.tchncs.de avatar

Same, I only played it last year. Amazing game overall. Sad to hear this, hope some of these will reform in a new team.

Master167, do games w Heart Machine making layoffs and ending development on Hyper Light Breaker

Hmm, I wish organizations had public postmortems on failed projects. I’d like to know the story there.

ogeist,

Here’s a summary of the game studio. Sad to know they are struggling but it is what it is.

simple, do games w Heart Machine making layoffs and ending development on Hyper Light Breaker
@simple@piefed.social avatar

Sad turn of events. I had this on my wishlist and was waiting for a full release but its clear that it bombed and they couldn’t handle the costs

Kolanaki, do games w Subnautica studio Unknown Worlds files lawsuit against ousted founders for allegedly downloading over 170,000 confidential files
@Kolanaki@pawb.social avatar

The wildest thing to me about this whole thing is that the company says one of the three founders took company money to invest in a personal film project, but when you look into what film project they are referring to, it is an ad campaign for subnautica 2 that the company itself told him to make.

Zikeji, do games w Subnautica studio Unknown Worlds files lawsuit against ousted founders for allegedly downloading over 170,000 confidential files
@Zikeji@programming.dev avatar

I’m going to wait on the outcome of these lawsuits and the discovery process before I lean one way or the other.

athairmor, do games w Subnautica studio Unknown Worlds files lawsuit against ousted founders for allegedly downloading over 170,000 confidential files

They had one of the coolest games with a lot of faithful fans and they blew it all up by selling out to a shitty company that is focused on squeezing properties for more and more money.

The only people I have sympathy for are the fans.

Hadriscus,

and the developers ! the little hands ! the ones that, uh… make the game ! some class solidarity

Quetzalcutlass, do games w Subnautica studio Unknown Worlds files lawsuit against ousted founders for allegedly downloading over 170,000 confidential files

In addition, the company […] wants to be awarded all rights, title and interest in any intellectual property developed by Cleveland, McGuire, and Gill during their employment at Unknown Worlds, including “all movie scripts, movie footage, game design, game code, play tests, or other software development.”

Ugh.

troed,
@troed@fedia.io avatar

Somewhat depending on national laws then well yeah that's usually what you agree to by becoming employed.

carotte,

this is ZA/UM all over again

echodot,

That’s a fairly standard thing.

That’s why if you are ever developing anything you never do it on company computers, it’s always on your own devices and on your own time. Yet time and time again supposedly smart people load up their side project on work computers.

Prox, do games w Subnautica studio Unknown Worlds files lawsuit against ousted founders for allegedly downloading over 170,000 confidential files

I’m really sad to watch this slow-motion train crash continue to play out. Subnautica 2 was a guaranteed hit thanks to the strength of the first game, and somehow the new studio owners have completely fucked that to pieces. Truly a masterclass in snatching defeat from the jaws of victory.

Agent_Karyo,
@Agent_Karyo@lemmy.world avatar

Almost feels like an elaborate (and nerdy) satirical skit of some sort.

hornedfiend,

I’m sad to see it happen to Last Epoch too. Both great games, both Krafton owned now. Truly sad…

TheHotze,

This is why you don’t sell out to altera krafton.

echodot,

But why sell out? They had a guaranteed hit on their hands why did they need to sell the IP to a publisher and not just any publisher but one with a history of ruining good projects.

blargle, do games w Predatory tactics in gaming are worse than you think

Being a lifelong pessimist, I am getting really tired of article headlines telling me that [x] is worse than I think.

LongLive, do games w Predatory tactics in gaming are worse than you think
@LongLive@lemmy.world avatar
ampersandrew, do games w Predatory tactics in gaming are worse than you think
@ampersandrew@lemmy.world avatar

Loot boxes, for example, aren’t inherently predatory; they can add an exciting and rewarding surprise element when balanced with noble intentions.

When you sell them, they’re unregulated gambling that children can access.

When designing a battle pass, a designer must answer questions like “How much faster should a premium player progress compared to a F2P player?” and “How long should it take for a player to finish the battle pass?” I’ve seen designers balance it fairly, like by requiring 30 minutes of daily play to complete the free track or $5 to unlock the premium pass.

I still don’t see a way that this could ever be anything other than creating an incentive to play the game for reasons beyond the game being fun, no matter how “fair” it is to the person needing to spend money or not. They’re still artificially creating another body in the matchmaking pool that creates value for someone more willing to part with their dollar. If your player base dries up when you stop offering your battle pass incentives, I’d say that was some artificial retention, and it’s kind of gross.

I definitely didn’t need more reasons to hate live services. The business model has always affected the game design, and a lot of the author’s bullet points could be seen as far back as the arcades, but I don’t think we’ve ever had a better business model for all parties than “sell a good product at a fair price”.

MudMan,

Well, the missing context is that this is how a lot of gaming is tuned regardless. It's pretty basic economy tuning to look at how long a task takes to complete and tune based on that (for games with grind, anyway, think RPGs).

So if you're playing "Perfectly Fair Single Player RPG 3" there's a more than fair chance that the developers looked at the expected completion time of a quest, plugged in that time into some spreadsheet and assigned XP and other rewards to the quest based on that, just to keep the XP curve of the game somewhat predictable. This is a big rabbit hole with a bunch of nuance, but for these purposes we can assume they at least started by doing that flat on all quests.

If you have a F2P game and you're charging for things you can also grind I frankly don't see a much better place to start.

Now, if your premise is that all design for engagement in F2P is gross because it's servicing your business and all design for engagement in paid games is fine because that's just seeking "fun"... well, I don't know that gets fixed. I agree that pay-up-front games can benefit from getting the ugly matter of getting money from players out of the way early, but these days even those games are trying to upsell you into later content, sequels and other stuff, so the difference is rarely that stark.

I think there's a conversation to be had about whether "good", "fun" and "makes people want to engage more" should be seen as the same thing and, if not, what the difference is. It's tricky and nuanced and I don't know that you can expect every game to be on one end of that conversation. Sometimes a person just wants to click on a thing to make number go up, and that's alright.

ampersandrew,
@ampersandrew@lemmy.world avatar

I think the incentives matter. Diablo II is about making number go up, but Diablo IV has an active incentive to slow you down and make that number go up at a certain rate so that they can upsell you again later. And rather than taking a hardline position, I’d at least ask the question out loud: Is it possible to have a business model for a game other than selling a good product at a fair price and not have it eventually evolve into something gross? Maybe the old shareware model, which is basically just a demo, but other than that, I’m not sure.

MudMan,

I guess it depends on where your line for "gross" happens to land. In my old age I tend to look at old arcades as being pretty gross. Certainly worse than I thought they were at the time.

I'm also not sure if I have a problem with Diablo IV. I think their incentive is for you not to run out of content and bounce all the way off before they can give you more, which is why they retuned it much more generously later. In this case the version of the game that people like more is also the one that did better for them financially. Is that more or less gross?

So I'm not sure I agree on whether the incentives matter. I think the experience I get matters. There is definitely a bad place there in the middle where you feel frustrated playing but won't stop playing, and that's a place where a bunch of the sloppier, grindier games make their money. And I'm not gonna stand here and say that all the upsells in games with a big live service don't make the experience worse. They do, in my book.

But those impacts to the experience are what matters to me, not that they are made as part of a business proposition. Full games in boxes were also sold for money. Live games I enjoy are made for money, too.

I'm more concerned at how live games get to vacuum up all players and keep them on lockdown forever than I am about their moneymaking practices, to be honest. People are worried about the wrong set of incentives here, if you ask me.

That being said... man, do I wish people would put their money where their mouth is. It's all well and good to complain about more expensive pay-up-front games or about overly intrusive microtransactions, but this conversation would be a lot smoother if people actively spending hundreds of hours on those weren't currently spending like 70% of the time and 50% of all the money in gaming. Voting with one's wallet rarely does much, in isolation, but there are absolutely tons of games out there. It'd be nice to see people flock towards the good ones, as per their own standards, and ideally spend some money on those.

missingno,
@missingno@fedia.io avatar

I think there's an argument to be made that some level of retention strategy may be a necessary evil in today's market, especially when all your competitors are doing it. No developer wants to run the risk of letting that playerbase dry up. You can have the best multiplayer game in the world, but all the brownie points for playing fair wouldn't mean much if I'm sitting in an empty queue with no one to play with.

It's fine line to walk to make sure players are coming back for the right reasons, but you do want them to come back.

ampersandrew,
@ampersandrew@lemmy.world avatar

I think there’s also an argument to be made that all of this desire to suck up our attention has made it more difficult for the same developers to market their next game, since their potential customers are all preoccupied with something they haven’t stopped playing. It’s extremely natural for most people to fall off of a game after its initial release, and it’s definitely going to happen once they take their thumbs off the scales.

Maestro,

Now you have a prisoner's dilemma. A lot of studio's need to take their thumbs off the scale at the same time, or you're just sending your customers to someone else.

SheeEttin,

I’d argue they’re different markets. The people who play every new Call of Duty and the people who play Spec Ops: The Line are not the same people.

ampersandrew,
@ampersandrew@lemmy.world avatar

I’ve been looking for deathmatch shooters for a long time, like what we got from the late 90s to the mid 10s. There are very very few. I don’t care if I or anyone else move on quickly, because I primarily want to play with my friends, and the deathmatch mode typically came alongside a campaign and maybe co-op modes. That’s not a prisoner’s dilemma, and the market hasn’t really been making games like that anymore. Same for things like arcade racers akin to F-Zero or Burnout.

NastyNative, do games w Studio Camelia shuts down a year after raising €300,000 on Kickstarter to fund JRPG (Alzara Radiant Echoes)
@NastyNative@mander.xyz avatar

Ive never kickstarted anything and most of the projects I would have donated to are dead now so I made a good choice.

Agent_Karyo, do games w Studio Camelia shuts down a year after raising €300,000 on Kickstarter to fund JRPG (Alzara Radiant Echoes)
@Agent_Karyo@lemmy.world avatar

From the Risks and challenges section of their Kickstarter:

We understand that backing a Kickstarter campaign carries a certain level of risk for our backers. With our seasoned team at the helm, we’ve meticulously planned every aspect of the game’s development to adhere to strict budgets and timelines, all while prioritizing the best player experience possible.

Our extensive network of trusted studios and partners further fortifies our ability to deliver on our promises and ensure the utmost quality for our project. Your support means the world to us, and we’re dedicated to going above and beyond to ensure your satisfaction throughout this journey.

Why didn’t they include the point about needing additional investment beyond their Kickstarter target for the project to be viable?

LandedGentry, (edited ) do games w Studio Camelia shuts down a year after raising €300,000 on Kickstarter to fund JRPG (Alzara Radiant Echoes)

deleted_by_author

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  • Dindonmasker,
    @Dindonmasker@sh.itjust.works avatar

    The goal with crowdfunding is usually to show publishers that the game has interest and that they should help bring it to life.

    Justdaveisfine, do games w Studio Camelia shuts down a year after raising €300,000 on Kickstarter to fund JRPG (Alzara Radiant Echoes)

    I know first hand that JRPGs are a hefty projects to make, but I’m a little surprised they opted for shutting it all down and not going for Early Access to continue funding, especially as the idea seemed popular.

    I can only guess that means the game is still in a pretty bad state.

    entwine413,

    Looking at KSP2, it doesn’t really matter what state it’s in for EA

    Justdaveisfine,

    Oof, but yeah.

    In my mind, having “something” to show is better than nothing, even if that something is mediocre.

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