kotaku.com

deegeese, do games w A Video Game Flopped Harder Than Anything At The Box Office This Year, And The Mainstream Press Barely Noticed

Movies have flopped this hard before, it’s like when they made Catwoman and decided they’d rather shelve it and take the tax write off.

ampersandrew,
@ampersandrew@lemmy.world avatar

I’ve seen analysis that said Catwoman may have been more about royalties in the streaming era rather than solely tax write-offs, but this article does point out “this year” specifically. The lower bound for how much Concord lost is in line with the highest recorded box office loss of John Carter, according to the article. Previous Kotaku reporting confirms from multiple sources that Concord lost at least $200M, but did not fully corroborate the $400M figure that Colin Moriarty reported.

KingThrillgore, do gaming w Unity Cutting About 1,800 People In Company's Largest Layoff
@KingThrillgore@lemmy.ml avatar

Downvote, its not January anymore.

testman, do gaming w Unity Cutting About 1,800 People In Company's Largest Layoff

Published January 8, 2024

not exactly news
but still worth researching what the consequences of this were

iusearchbtw, do gaming w Unity Cutting About 1,800 People In Company's Largest Layoff

this is almost year old news

savvywolf, do gaming w Unity Cutting About 1,800 People In Company's Largest Layoff
@savvywolf@pawb.social avatar

Congratulations to Godot for all their new volunteer devs.

henfredemars, do gaming w Unity Cutting About 1,800 People In Company's Largest Layoff

My heart goes out to the workers trying to make the best of really terrible administrative decisions on the part of their leadership.

The business has lost trust in their brand.

Paradachshund, do gaming w Unity Cutting About 1,800 People In Company's Largest Layoff

And by core business they mean their ad platform presumably.

DebatableRaccoon, do gaming w Unity Cutting About 1,800 People In Company's Largest Layoff

And yet another instance of people paying for the mistakes of the higher ups.

Caligvla, do games w Zelda-Inspired Plucky Squire Shows What Happens When A Game Doesn't Trust Its Players
@Caligvla@lemmy.dbzer0.com avatar

This is less a sign of “the devs don’t trust the player” and more just plain out bad game design. Maybe the game itself is very obvious (I don’t know, i haven’t played nor do I intend to), but this kind of thing is usually done when the game is obtuse and the developer wants a quickfix instead of actually reworking the entire thing. Then again, if your game is for little children and they can’t figure out how to play it, then there’s something fundamentally wrong with it and maybe you should go back to the drawing board.

Wanderer, do games w Zelda-Inspired Plucky Squire Shows What Happens When A Game Doesn't Trust Its Players

Ah yes Kotaku, who’s activist openly try to destroy games with Sweet Baby Inc. and their dogshit woke agenda.

This site needs to die, same as IGN aka Kotaku 2. Nobody wants them, nobody needs them and everything is run by worthless activist.

Carighan,
@Carighan@lemmy.world avatar

I would say that if you non-jokingly talk like that, you got bigger issues than any specific gaming sites or which consultants are brought in to work on which game.

LaserTurboShark69,

Yikes

Netrunner1197,

Brother touch grass I beg of you

pipariturbiini, do gaming w The Plucky Squire Should Have More Faith In Its Players

Handholding something something Outer Wilds recommendation.

intensely_human, do games w Zelda-Inspired Plucky Squire Shows What Happens When A Game Doesn't Trust Its Players

That’s kind of the definition of a video game: a game in which the rules are enforced by an unconsciously intelligent mechanism.

A normal game requires trusting the players; a video game does not.

kaffiene,

Pretty sure you misunderstood the point being made.

thejevans, do gaming w The Plucky Squire Should Have More Faith In Its Players
@thejevans@lemmy.ml avatar

I played through it yesterday. It was interesting, and there were fun story beats, but it was very easy. With all the accessibility features and tutorials, it’s probably a great game to get people who don’t play games interested in platforming games and maybe even some RPGs.

hate2bme, do games w Zelda-Inspired Plucky Squire Shows What Happens When A Game Doesn't Trust Its Players

Either a shit article or shit website. The article gives a summary of the game then says the developers don’t trust their customers. That’s it. No reasons given. Am I missing something?

BradleyUffner,

There is a “continue reading” link buried several pages down, past a bunch of ads. Took me way to long to find it.

Looks like this:

https://lemmy.world/pictrs/image/bf278436-784e-425b-9801-c1b40ea76208.png

hate2bme,

I seen them but I seen a bunch of them and didn’t know which one was for the article I was reading. Lol

skulblaka,
@skulblaka@sh.itjust.works avatar

There’s a section under the “read more” split where it complains about over-tutorialization. The game hits you over the head with puzzle solutions and intended routes and leaves nothing for the player to figure out.

hate2bme,

So trash website, got it.

TheDarksteel94, do gaming w The Plucky Squire Should Have More Faith In Its Players

On the other hand, there’s a lot of people who need to be handheld through the experience. Maybe this is even their first ever video game.

Ideally, it would be an optional thing, but oh well.

ByteOnBikes, (edited )

I don’t think their implementation is the way to go. It reeks of bad UI, like Clippy in Microsoft Word.

Mario games are so accessible without the heavy handed videos/stops, because their designers think about how to best teach the player through play.

It’s like teaching by giving people a hour long lecture vs hands-on experience - there’s usecases for both, but in a interactive medium like gaming, one is superior than the other.

theangriestbird,

Ideally, it would be an optional thing, but oh well.

Yeah tons of games ask you at the start of the game, like “have you played this kind of game before?” Def seems clumsy for a game that otherwise seems pretty well thought out.

DdCno1,

I have seen people (in person and on the Internet) click tutorials away, proceed to utterly fail at the most basic tasks only to then blame the game and the developers, including in reviews. I don’t blame developers for trying to prevent this from happening.

theangriestbird,

Idk if that’s a useful example case. Streamers are under pressure from their audience to be entertaining, so they will frequently skip tutorials against their better judgment bc tutorials aren’t fun to watch. I can’t speak to your irl examples, but it’s possible that there was a similar dynamic happening there. At least, I can say that I have personally felt a similar pressure when playing games while other people are watching me.

Edit: user reviews are good example, though. I could see a dev over-tutorializing bc they are anxious about negative user reviews.

Blackmist,

It is optional isn’t it?

Minibeard is there for if you get stuck. The puzzles just aren’t really hard unless you’re really not used to games at all.

Honestly the hardest part was the rhythm and bubble shooter sections at the end.

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