It’s completely asinine for a game to cost this much, especially since it is going to be chock full of equally asinine microtransactions and costly DLC.
The “patient games” methodology is the best way to approach all gaming these days because, odds are, the game won’t be worth the $20-30 later price point anyway.
I sank so much time in City of Villains and a bit in City of Heroes. Great to hear the fans achieving this! I looked into playing it again a few years ago but I don’t have MMO time/energy anymore.
Pretty stoked for this. The superhero genre seems strangely missing in gaming, barring IP related projects connected to DC and Marvel. This came the closest to matching the thrill of being a superhero, when it came out. Character creation was amazing, too
Wonderful news! I have never played and don’t intend to, but I’m happy for everybody involved.
Let’s hope the team will lead with example and that this event opens up for the possibility for other online games to be preserved in a similar fashion.
Sadly, they are most likely forced to sell their labor for survival short term and hence cannot even invest their own time for the purpose of making something truly great.
On a tangential note, I doubt that the license you include will have any influence on people doing scraping for commercial AI :(
Also, I am not sure what is the default licence the content on forums/lemmy is posted under and if that can be changed by including an overriding licence 🤔
I doubt that the license you include will have any influence on people doing scraping for commercial AI :(
That doesn’t deter me. It’s just a keystroke to insert 🤷 If someday I read that the EU or the US decided anything can be used to train AI, then I’d stop.
I like it. It reminds me that Lemmy is a small space and that people on the internet are not bots, so we have to be nice to each other :) Plus it is always fun seeing you around in different threads.
I don’t work in the industry and I could be way off here. But aren’t some of the developers hired on as a type of contract worker to finish a big game and well aware that if the next project isn’t lined up perfectly, it’s impossible to house that many employees. That’s how our construction industry is. Companies have to hire on and then trim the fat as needed.
As far as I know, it’s usually not so in gaming and in software in general. But since software is easier to abandon when you feel like it (I know buildings, too, sometimes stand incomplete for decades) so it is easier to suddenly close the project and say goodbye to everyone working on that project.
This is true. Some things are completely outsourced to vendor companies with their own employees. You rarely interact with these people at all, or even know their names. All communication goes through a telephone game. Then the primary studio itself will have contract employees and also “permanent staff”.
Management likes to go on and on about how staff are “family”, but then treat them like shit and lay them off anyway. They also like to be subtly shitty to contract workers whenever possible, like free donuts in the break room! (for staff only)
Really, management is just shitty to everyone. Having been in both positions I honestly prefer contract. At least then I’m not expected to participate in their “corporate culture”.
IMO worker-owned businesses should be the future. There should also be a forced role-switch or shadowing for managers and workers, so that both understand better what each others respective jobs look like. Managers often think they should be earning their money because their work is more important and set the salaries as such: “Without me, you wouldn’t know what to do, so my job is more important should be compensated more”. They are out of touch with their workers and their realities.
pcgamer.com
Aktywne