I just meant in the sense that it was in the top 20 games in the US. Of course its the most popular mario kart game at the time, but I had no idea people play it enough to generate a concurrent playerbase that large.
With the general lack of content beyond the initial unlocks/DLC and track packs, I wouldn’t think there was that many people playing essentially becomes a time trial game every day. Then again I play wow now so maybe I do understand.
I’ve been in Plus for quite a few years now. I used to be able to get it for $40 around Black Friday. That was an acceptable price. If I can get it for $60 this year I may re-up. There’s no way in heck I’m paying $80.
Despite some of the players complaining, a lot of the audience likes the pay-to-win mechanic. It's not a game funded purely by whales; a lot of average players will spend money on the loot boxes. "I like that it means I don't have to grind for ages, I don't have time for that" and "it feels like the sports trading cards I had when I was a kid" are a couple of the reasons I hear somewhat regularly. The idea that it could be designed to not be grindy in the first place doesn't even occur to them.
I am trying to convince my best friend to not buy the same cashgrab game every year but my mans just can’t stop himself. At least he doesn’t partake in any microtransactions.
Poor management is the problem. Your overhead has nothing to do with us. You suck at business and cutting jobs is all you do.
Games are not worth more by any means. The market is saturated and AAA games release unfinished and you still make your profits and bonuses.
The problem are the elite shitbags who go to elite schools and get cherry picked by other elite shitbags who continue the cycle of enshittification of the world rather than hiring good hard working Americans within that KNOW their industry and the products where people like Tim Apple and whoever this Capcom CEO ding dong do not at all.
In America, probably not. It’s 21 for all states due to a federal law. If a state has it lower than 21, they get way less funding for Federal high ways, as the bill was aimed to lower drunk driving.
In TTRPGs encumbrance seems to be the #1 rule that players conveniently forget about and GMs only ever seem to bring up when they want to fuck with the players. It’s probably one of the more annoying, unexciting aspects of TTRPGs to keep track of. I like the approach that BG3 has taken, you essentially have an unlimited Camp inventory, but your personal inventory is limited. Is it realistic? No, absolutely not, but neither are Bags of Holding, which are basically a GM’s way of throwing up their hands to say, “Fuck it, I’m not dealing with this shit anymore.”
Absolutely, but video game designers actually amplify the issue by making so much useless shit able to be picked up and adding so many mechanics into a game, where as TTRPGs are often more focused. Starfield (or any bethesda game really) has hundreds of useless items that people can sell, random loot drops, and resources for multiple forms of crafting. It's a fantasy future where we could just let folks "teleport" to a private satellite storage facility or something similar to a bag of holding. Instead we just make gamers focus on inventory management which I doubt anyone finds "fun".
I think there's a delicate balance and I don't think we've hit it. I would love to see some data about how much time people spend doing inventory maintenance in the course of common RPGs. It's one of those modern things like making expansive worlds without fast travel that just feels unnecessary.
It’s really not any different from the mechanic as it’s been used in previous Bethesda titles. The soft limit of depleting my oxygen meter rather than hobbling my speed is a little more forgiving, particularly if I’m still picking through a free fire zone.
And once I learned that I could sell to stores directly from my ship hold, my problems kinda dried up. It’s mostly learning what things in the field are worth hauling back to town when it’s not the apocalypse and duct tape just isn’t that special.
Absolutely, but you still have to learn that and it's still work. Early on I had no idea how many credits "a lot". Their defense/damage system is arguably unnecessarily complex in a way that adds to this. Do I need more corrosion protection, radiation, airborne, or thermal? Does it even matter?
Even with some of the advances, it still like an artificial problem that doesn't actually make the game any better. It doesn't really add any difficulty or challenge, and it's certainly not "fun". There's still a lot of streamlining they could do.
It depends. There’s a fine line between managing logistic and soreadsheet grade chores. Managing logistic can be interesting and it can bring a lot to the game. But if it is merely checking boxes and numbers on a spreadsheet it’s a chore that’s better left out of the game.
Zelda has a good system for this. You need to decide which weapons, shields, and bows you keep, but you have otherwise unlimited storage. It adds a degree of realism and management, without negatively impacting the gameplay.
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