Obligatory mention of Baldurs Gate 3. Only about 4 hours in and loving it. When I’m not playing that I’m playing Cyberpunk. That’s also good fun, but obviously not on the same level.
Baldurs Gate 3 with friends and Jagged Alliance 3 for single player time. Both are excellent roleplaying games with tactical combat.
I’m kind of bummed out on the hype behind BG3 though since player made characters get voices during creation but don’t use say anything in dialogue, even main quest dialogue.
I’ve been playing brotato, and been enjoying it a lot recently, planning to dip my toes into mod content
I’ve also started playing borderlands GOTY on steam deck , it’s not that optimized with some stuttering but it’s playable And today I ordered a renewed rtx3070 to replace my GTX 1070 , supposed to be here in 3 weeks or 4 so wish me luck
Now if they’d just make it an actual game rather than a story-heavy romp that should have been a movie instead. BG has always aspired to be a Western version of a JRPG, and it’s terrible.
I’ve been playing Hades again. I played it a while back, but only had like 30 attempts and 3 successes. The hype of the 64 heat run and the sequel coming soon got me back into it to hopefully finish the game.
After playing Final Fantasy XVI and Trails into Reverie back to back, I needed a palate cleanser that wasn’t a 60+ hour JRPG before Sea of Stars comes out. So I picked up The Entropy Centre, a first-person physics puzzler where you have a gun that can rewind time.
It borrows its aesthetics from Portal and its puzzle structure from The Talos Principle, and while it doesn’t reach the heights of either, it’s still pretty satisfying to work through. It’s a bit on the easy side, probably because thinking in reverse requires you to hold a lot of stuff in your head at once so the developers were hesitant to put in anything too diabolical.
Street Fighter 6 - Still playing everyday and this iteration of Street Fighter is so much fun. Pushing on through Diamond with Marisa now, really enjoying her playstyle and trying to get slightly better every day.
Baldurs Gate 3 - Finally pushed into Act 2, so far it has been a very interesting act, definitely having fun exploring both the area and the dialogue options, with some very interesting combat happening. This game is kinda dominating my play time, and I don't feel like I will have time to play much else for a while, which is nice. Really looking forward to a Dark Urge play though when I am finished with this first run.
They made a D&D video game. The most popular and successful board game ever made. They had BUCKETS of funding from wizards of the Coast for this. They also had a massive studio with more than 400 people working on it.
James Stephanie Sterling did a fantastic video about Baldur’s Gate 3. Essentially, everything came together in just the right way for this game to be made. It’s not responsible to call this the new standard in the same world where we vilify overwork and ‘crunch-time’, but that’s not to say you shouldn’t expect more from game developers. You absolutely should. But you should do so reasonably.
Other triple A devs have massive funding, a giant staff and other unlimited resources and they still can’t make a game devoid of microtransactions or bugs. Are you stunned?
I’m pretty sure EA and Activision-Blizzard have similar or bigger budgets for their AAA games and they either make shit or microtransactions-filled games.
2K is huge and they always make NBA2K decent/good but full of terrible microtransactions
I’m no financial expert so maybe I’m mistaken in some figure, but the bottom line is WotC is not the only big (and growing) company, so this are nothing but excuses.
They had BUCKETS of funding from wizards of the Coast for this. They also had a massive studio with more than 400 people working on it.
They had the IP; they did not receive a single cent from WotC. They funded the game with money from their previous games, and in fact, they paid WotC for the IP.
People have been saying this game is exciting because of the lack of mtx, but it seems to me that any big rpg gets a lot of attention. Eldan Ring got similar praise last year. Bioware was making these kinds of games fairly consistently about a decade ago and then stopped to make shit like Anthem. It’s a design decision not a budget problem.
Microtransactions come with specific challenges. Specifically, you have to give the players a reason to pay them, and that’s usually done by making the game purpously worse for those who don’t pay.
Or the other trend these days, Wich is to remove content from the base game and sell it as dlc or just money-gate it even if it’s on the base disk/release.
I don’t necessarily believe this to be universal. I’ve played plenty of games with cosmetic mtx that I can absolutely play without the desire or need to spend money.
I mean we can have large games with detailed graphics and have employees treated well. We just need to accept 10+ year timelines for releases on big games which I’m ok with as long as we get quality results and the team is treated well.
I follow star citizen though so I could be the weird one here lol
That’s a valid point. As long as there’s a publisher and investors we’re more than likely never going to see what I suggested, I kinda forgot star citizen is what it is because it’s funded by us.
It’s always the same crunch time for employees and rushed buggy products to feed the investors from “AAA” corps. Hope we can push for some positive change :/
I can’t understand why crunch time has become so normalised. There’s no other software development project where constantly failing to plan for the needed time requirement would be accepted. Crunch is a sign of bad project management, it isn’t normal.
At some point, people figured out that during a couple of weeks of mad rush right before a deadline, if you’ve got committed, well-rested employees who know they’re going to get a rest afterwards, they tend to be much more productive than they normally are. Some bad managers only paid attention to part of that, and determined that eighty hour weeks are more than twice as productive as forty hour ones, and intentionally started inducing crunch. They somehow didn’t notice that the third week of crunch is only about as productive as a regular week, and after that, it’s way less productive as everyone’s exhausted. Combine this with the fact that people with management knowledge tend to flee from the games industry rather than to it, and you end up with the software engineering industry’s least effective managers running things with easily debunked dogma.
The main differences with Star Citizen are that it’s
Funded in advance
Funded by people who have no say in how the product/company should work
Massively overfunded
This means, CIG has no pressure to ship soon or even at all (if the project fails, they have no liability). They also have nobody telling them what to with the money. They have already made their profit.
I am not knocking CIG for this situation, but if you put it like this, it’s easy to see why for each CIG out there, there are tens of thousands of games on crowdfunding sites that either
Failed to raise funds
Failed to get a decent company/legal structure running with the money they raised
Failed to actually ever deliver anything in an usable state
Are just pure scams
So as a general business model rather than just an insane stroke of luck, I don’t think this is a good option.
A business model that only earns money after release (like the classic publisher-funded development model) is bad for the obvious cash-grabby and buggy reasons, but at least it consistently delivers games. Contrary to the “earn money before you start development” model that is enabled by crowdfunding, which in general does not deliver games.
In my (not very educated) opinion, early access is probably the best middle ground. You start off with little initial funding required, but by the time you turn to the crowd, you already have a working prototype and company structure. That makes it much more likely for the game to eventually be released in a full version. This option obviously comes with its own downsides as well, but many of my favourite games have been small studios or even individuals who use early acces to fund development.
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