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arefx, do gaming w 'Marketing's dead, and I can back this s**t up': Larian's publishing director says players 'just want to be spoken to, and they don't want to be bamboozled'

I’m at least an average intelligence guy, not a genius, but I’m not some compelete idiot. Big game companies treat me like an absolute dumb ass so I don’t bother with their trash (the games are almost always mediocre anyway full of MTX). Just sell me a full working product at a fair price and then charge me for an expansion down the road if you want. Don’t nickel and dime me or promise me.shit I know you can’t deliver. Just talk to me like a human lol

lowleveldata, do games w The wild successes of Helldivers 2 and Baldur's Gate 3 send a clear message: Let devs cook

As if managers & stakeholders would listen to sense

Badeendje,
@Badeendje@lemmy.world avatar

They should manage the organization and stay the fuck away from the product.

Only really mature product owners that understand what they are doing and LOVE the product they are making should be allowed near your product… and they will work with devs to make something wonderful.

Satisfactory, Valheim, manor lords, enshrouded… just a few examples of product that is loved. And it shows.

picnicolas,

But product make money… and we want money now.

dinckelman, do games w The wild successes of Helldivers 2 and Baldur's Gate 3 send a clear message: Let devs cook

Just because a signal is sent, it doesn’t mean it’ll be received. We all know that practically any other major brand will still pump and dump e-waste, filled to the brim with mtx

NounsAndWords, do games w The wild successes of Helldivers 2 and Baldur's Gate 3 send a clear message: Let devs cook

The lesson heard is probably “more sequels”

Deestan, do games w The wild successes of Helldivers 2 and Baldur's Gate 3 send a clear message: Let devs cook

Assume I’m a psychopath C-level executive. Why would I spend huge resources on a success that earns money when I can earn money on fifty screwups instead?

Boiglenoight,

🎵This how we do-it🎵

Toes, do games w The wild successes of Helldivers 2 and Baldur's Gate 3 send a clear message: Let devs cook

Businesses think in quarters, seeing a cost centre through man hours is a huge no-no for boasting a healthy valuation. They use a model far more suited towards selling tangible products than something long term.

DudeImMacGyver, do gaming w 'Marketing's dead, and I can back this s**t up': Larian's publishing director says players 'just want to be spoken to, and they don't want to be bamboozled'
@DudeImMacGyver@sh.itjust.works avatar

Marketing/PR is gross

Brunbrun6766, do games w The wild successes of Helldivers 2 and Baldur's Gate 3 send a clear message: Let devs cook
@Brunbrun6766@lemmy.world avatar

I’ll go ahead and say the same thing I said last time this was posted.

Okay yes, but helldivers is still filled to the brim with bugs. Not quite an equal comparison

Commence the down votes for simply stating a fact

Kecessa,

Have yet to be able to join my friend’s game if they set it to “Friends only” 👍

all-knight-party,
@all-knight-party@kbin.run avatar

For one of my friends even though he was on my steam friend's list, and I could see him as a friend on the HD friend list, I had to accept a friend request from him in HD's pending invites section for the game to consider him a friend, and that allowed him to join our friends only games.

It's likely you have the same issue, whatever the reason

fluckx,

The friends thing is weird. I have a pending invite to a friend and I’m already appearing in his list as a friend ans he can’t accept the invite. So we have to set it to public, join, set it to friends only to avoid randos.

all-knight-party,
@all-knight-party@kbin.run avatar

Weird, I was able to accept mine, even though he was already my friend, it just made us friends on his side as well. It must be broken in more than one way

Carighan,
@Carighan@lemmy.world avatar

Well yeah it is. It’s also heavy on the mtx, non-pushy as they stay (for now). Compared to something like DRG I really don’t feel the appeal, apart from maybe having overplayed DRG at this point.

all-knight-party,
@all-knight-party@kbin.run avatar

It's not bad. You only have to use the "premium" currency to unlock the extra unlock tracks, but you also get that currency in-game and farming it isnt too crazy.

Currently as soon as you pick it up your account gets it, so you can drop into trivial missions, find some, collect it, alt F4, do the same mission repeatedly dropping at the super credits every time since the spawns are static on the same map (hence the alt F4) and then once you have 1,000 you can buy one of the unlock tracks. All of the gear and everything in the unlock track is in-game currency from there, so I don't consider it bad at all since you can easily cheese it for free

ayaya,
@ayaya@lemdro.id avatar

BG3 was/is also filled to the brim with bugs. Look at the dozens of patches that have come out. It released blatantly unfinished.

sukhmel,

Although I agree that BG3 was not exactly well polished, it was far from being “blatantly unfinished”. I’d even say it was far more finished than what can be considered finished by contemporary standards

slumberlust,

…helldivers is still filled to the brim with bugs.

That’s the point, we must eradicate all the bugs (and bots).

jettrscga, do games w The wild successes of Helldivers 2 and Baldur's Gate 3 send a clear message: Let devs cook

I get that they’re successful, and it’d be fantastic if this became the trend. But Battlefield and Call of Duty sell consistently with much less development effort and a lot lower risk of flopping.

It looks like Call of Duty is typically 3 year development cycles, and one took only 1.5 years. Baldur’s Gate took 6 years.

GlitterInfection, do games w The wild successes of Helldivers 2 and Baldur's Gate 3 send a clear message: Let devs cook

While Helldivers 2 and Baldur’s Gate 3 might look like sudden jackpot successes

This article is funny. It’s like the feel-good inverse of a rage-bait article. It’s stating what we all want to be true and cherry-picking two games that only sort of provide evidence towards it, and only if you squint really hard.

Both games are sequels backed by huge publishers with tons of cash.

BG3 is a Dungeons and Dragons franchise title; a franchise which recently received a massively successful film, a huge boost in popularity during a pandemic, and a boost in cultural relevance in Strange Things.

Helldivers 2 fits the claim a bit better, but it is still a sequel to a well received, well selling title. The extraction shooter genre is also exceedingly popular right now, and the fact that it has Games as a Service bullshit built in says that publishers weren’t as hands-off as the article implies.

So the more realistic take-away from this is that good games with huge budgets for development AND marketing in reasonably popular genres can make a ton of money.

Which isn’t saying much. And it certainly doesn’t look like a sudden jackpot.

radix,
@radix@lemmy.world avatar

“Two popular games with little else in common can be shoehorned into my pet narrative” is a bad title, though.

GlitterInfection,

Very true. Though I would click that bait so hard!

I still prefer this type of article to lots of others in the bait family. Obviously they want people sharing this article and saying “See! That thing I believe is proven!”

It’s a nicer engagement-driving piece of content.

bigmclargehuge,
@bigmclargehuge@lemmy.world avatar

Worth mentioning that Helldivers is hugely and openly influenced by Starship troopers, which although not as big as something like D&D, is still pretty well known in pop-culture to this day, at least in the sci-fi circles.

Ashtear,

I can’t speak to Helldivers, but pinning Baldur’s Gate 3’s success on the recent growing popularity of the D&D franchise is beyond reductive. There’s no huge publisher for Baldur’s Gate 3; Larian’s a licensee and an independent studio to boot, and Hasbro’s not running massive marketing campaigns for them any more than Disney is for the typical licensed Star Wars game. There’s also the game’s pay-once sales model, which is something else you get when you’re not beholden to publishers or public shareholders.

BG3 was the culmination of decades of iteration by Larian and was the studio’s first attempt with a AAA budget. The game has more in common with Divinity: Original Sin 2 than it does Baldur’s Gate 2, as the Baldur’s Gate die-hards would be happy to tell you.

Calling CRPGs a popular genre is also going to get some laughs. Sure, we might be able to look on this point now in a few years as when CRPGs went mainstream (or maybe not, as the insane amount of choice built into the game set the bar so high that it’s possible no one’s going to bother with that kind of risky content-making). But by the time Larian started development on BG3, the genre had just risen from the dead after some successful Kickstarter campaigns and was still very niche.

Rook64, do games w The wild successes of Helldivers 2 and Baldur's Gate 3 send a clear message: Let devs cook

The real message being sent is that you can release a $40 always-online PVE game with MTXs and rootkit anti cheat and gamers will tolerate all of it if they think it’s fun…

maynarkh,

The point being most games do all of this except the fun part, so the bar is pretty low, and companies are all buying shovels.

Rook64,

Appreciate you not jumping down my throat. You’re right, it is a low bar, and HD2 does clear it pretty easily. But you and I both know that publishers won’t hear the part about the game being fun (or they won’t care). My point isn’t that HD2 is bad, just that publishers will see its success and completely misinterpret why it’s successful. They’ll see a live service game doing well and think that people want more live service games, not fun games.

maynarkh,

I haven’t really got into HD2, too online for my tastes, but I can see its appeal. I think there is a broader phenomenon of a divorce between where big studios are heading and where “traditional” players want to be.

They’ll see a live service game doing well and think that people want more live service games, not fun games.

Couldn’t have said it better.

Jax,

You guys act like that wasn’t already happening for the past 10 years. This isn’t a new thing.

Sanctus,
@Sanctus@lemmy.world avatar

I can say, when you’re out there with your squad and it feels like space Vietnam, that’s why its selling. That portion of the atmosphere, gameplay, and intensity is on point

bradbeattie, (edited )

I suspect the difficulty the publishers face is that fun is difficult to quantify. The read on this might end up being “All things being equal, DRM/MTX/etc aren’t statistically impediments to financial success if the game is going to sell well anyway. If we percieve them to improve our bottom line, let’s include them”.

Ultragigagigantic,
@Ultragigagigantic@lemmy.world avatar

I wouldn’t mind live service games as much if these companies were forced to give up tools to allow the community to continue hosting.

Corporations have made it loud and clear over and over: they will torch every scrap of gaming culture if it meant an extra 20 bucks. They are NOT to be trusted with the preservation of this history.

Halosheep,

Bro get over yourself lol

Ultragigagigantic,
@Ultragigagigantic@lemmy.world avatar

6 more decades to go friends. Then I can get over myself… finally.

iegod,

Someone’s upset their view isn’t actually popular in real life…

CosmicCleric, (edited ) do gaming w Tarkov studio claims it actually doesn't have the server capacity for everyone who bought the game for $150 to play its upcoming PvE mode, still wants players to pay extra
@CosmicCleric@lemmy.world avatar

Fellow gamers, if you don’t push back against this nonsense now, you will be living with this treatment as customers for a long time, if not forever.

https://creativecommons.org/licenses/by-nc-sa/4.0/legalcode.en

fckreddit,

This. People paying hundreds for a skin in CS and hundred for a new game mode that they might not even get into are the reason things we get games like Suicide Squad.

Fredol,

I’ve been seeing this for a while, why do you put a cc notice on your comments?

CosmicCleric, (edited )
@CosmicCleric@lemmy.world avatar

I’ve been seeing this for a while, why do you put a cc notice on your comments?

This comment by me explains why.

https://creativecommons.org/licenses/by-nc-sa/4.0/legalcode.en

Vytle, do games w The wild successes of Helldivers 2 and Baldur's Gate 3 send a clear message: Let devs cook

Love the headline lol

bl4ckblooc, do gaming w Tarkov studio claims it actually doesn't have the server capacity for everyone who bought the game for $150 to play its upcoming PvE mode, still wants players to pay extra

This makes me happy I never got to play Tarkov.

Naz, do gaming w Tarkov studio claims it actually doesn't have the server capacity for everyone who bought the game for $150 to play its upcoming PvE mode, still wants players to pay extra

Yeah honestly, I bought Tarkov second-hand for $8 and even then I felt like I was getting ripped off.

It’s probably not news to anyone but the game has extremely lax anti-cheat controls.

As for why people would cheat in an online game, it always seems obvious from a psychological standpoint, but the cheats for Tarkov are so egregious they’re like full blown developer offline DEBUG TOOLS.

I don’t mean “oh no, aim assistance, and they can see you through walls” – the cheat tools are hooking into features of the GAME ENGINE ITSELF, allowing players to see:


<span style="color:#323232;">PlayerName, Current HP, Current Level, Full inventory contents, currently equipped weapon, position, heading, estimated value of inventory, estimated value of your account, age of account creation, and so on.
</span>

They can also: Teleport, FLY, increase or decrease their run speed, jump height, and so on.

The cheaters are basically running around with admin privileges in the game, and the developers don’t give a flying fuck. It’s like GTA5 levels of cheating.

Why would anyone play such a game, much less pay $150 to be abused by people? You can slam your dick in a car door for a lot less.

semperverus,
@semperverus@lemmy.world avatar

Whats sad is that people keep wanting more client-side anticheat to fix this, when the real answer is server-side anticheat and changing the engine to stop being so leaky with that much information.

huginn,

It’s easy to just handwaive and say “Server side will fix it” but here’s a major issue:

You have to render people in before they appear. How do you do that without the client knowing where people are?

thantik,

You do something called raycasting to determine visibility beforehand, and don’t render anything not visible.

misterdoctor,

lol raycasting isn’t optimized for server side deployment, it would increase the poly count of the mesh tenfold, which would in turn increase average ping and fps. Couple that with the client side rendering problem and I don’t know anything about development just kidding

huginn,

Your suggesting the server maintain a real time render for every single player and somehow manage to get the data back to them in less than 17ms so that they don’t have empty frames that suddenly become people?

Because that’s a ludicrous requirement in terms of latency (ping is totally reasonable at any value under 100ms) and server capacity.

Because your solution sounds like it would cause popping constantly and be a major burden on the server, which is already the largest overhead on a released game.

30p87,

By rendering people, as in sending data about an object that should be rendered, in a few pixels before they would be visible. And not at all on distances, without a scope (as they would not be visible). Footsteps etc. could be represented by two noise levels precalculated by the servers very roughly, so you can tell someone is there behind you, but a cheat could not determine where exactly.

huginn,

You want a server to determine if a player should be visible (ie render each player’s perspective) and then get that back to them right before someone walks around the corner? With latency you’d need to render people in at least 200ms before they appear… Which is still plenty of time for a hacker to flick to them and kill them.

30p87,

True that, but I imagine such sudden flicking to seemingly random positions to be much more obvious than if the hacker had 10 seconds to see the player, tactically preaiming a corner pretending to hold an angle to then be lucky and hit a shot. Would be harder on games with smaller maps, CS like, as holding angles would be much more common than in open worlds - eg. Tarkov.

huginn,

My point was that you’re multiplying server costs several times to do that complex rendering and still not solving the problem.

ProgrammingSocks,

If the trajectory and speed says either the client or another player will cross a wall soon where the player sees them THEN it could send the data to the client. You need some tolerance for ping up to maybe 200ms but that’s it. Wallhacks could give you at most a flash of a couple specific people.

huginn,

You need to account for every gap in the wall, nook and cranny and peephole for these sightlines. You’d have to bake so much detail into every calculation server side that it would effectively be rendering the entire map to host a single game.

ProgrammingSocks,

It could be a client-side check with verification on the server. Basically transmitting which places are in view. Ray casting like the other person said. Not raytracing which is much more computationally intensive. A server side check basically so that the client can’t just say they’re looking around every corner at once.

huginn,

But then you’re adding extra latency to all visual calculations.

Your client needs to know if something is visible within the framerate of their PC.

You cannot do that fast enough.

ProgrammingSocks,

Why not? More computationally intensive things are done to calculate lighting in a lot of modern games as I alluded to. Yes it would increase the load on your CPU but that’s less of a problem nowadays with higher core counts and clock speeds and it’s not like modern anticheats don’t steal some CPU cycles already. I think you underestimate the power of modern computers. I’m not trying to be condescending here but it is worth remembering that gigahertz means BILLIONS of calculations per second.

We’re only talking in theoreticals right now anyways, it is entirely possible that a game studio has tried this and it hasn’t worked, I just don’t put a lot of faith in modern game companies.

huginn,

You cannot break the speed of light with computational effort.

You’re saying that you want to have a round trip from client to server and back happen in-between frames.

You cannot do that. Period. You will not ever have latencies that low.

Even if you frame lock it at 60fps that means you’re calculating views, sending the data up the tube, checking it on the server, responding back with all the data about the new character that should appear and then rendering the new guy within 17ms.

That is physically impossible.

ProgrammingSocks,

That’s why I already proposed tolerance for ~200ms with trajectory projections

huginn,

So you’re going to take all the places a character could be in the next 200ms, do Ray casting on all of them and send that data to the server to check every 17ms?

While the server also does that for 15 other players at the same time.

Do you know what algorithmic complexity is? Big O notation? If so - that’s a n³ * 15m³ problem space that you’re expanding out across 200ms every 17ms, where n is player locations possible in x/y/z and m is the other players locations. Physics collisions are usually the biggest drain on a computer’s cycles in game and in the worst case that’s n² complexity.

You’re talking insanely taxing here.

ProgrammingSocks,

It’s mainly client side not server side. I’m not typing out an essay for you about a random ass idea I had one day on a forum.

huginn,

I’m just baffled by the idea. No need to defend it though, this is all arbitrary anyways. It’s not like anyone is going to do this.

ProgrammingSocks,

True, I’m of the belief that gaming companies aren’t too fussed about cheaters if they’re bringing money in some way.

ColonelPanic,

There are many ways of doing this. I know the source engine uses visboxes, which are calculated once at map compile time. It takes a while to compile, but it means that clients can use the pre-compiled data to calculate parts of the map that are visible and the server can use them to determine what the player can see at a given time. I’m not sure whether it does that or not, but it would make sense to use that data.

jjjalljs,

I don’t know game development but uh do you? What are you rendering when the player can’t see them? I might legitimately just not get what you mean

huginn,

You constantly have to render people in when they can’t be seen but will soon be seen. Which also means instead of keeping track of just locations the server needs to render the scene in sufficient detail as to determine sightlines.

Usually games just do this by sending info to clients of where everyone is and letting the clients render people in when the client determines that the sightline isn’t interrupted.

Some games will just not send the positions until they’re within a certain range of each other, but I’m a realistic game like tark you’d need several kilometers of info in case someone scoped in.

If you don’t do this correctly it leads to characters popping into existence from thin air

ShortN0te,

You could use things like ray tracing to determine if one player can be seen by another on the serverside and only send packages when they can see.

But to resource heavy to do that.

Edit: Thinking about it, you simply have to render the whole map with all players server side and based on that determine which players can see each other and based on that send the information to the clients.

huginn,

You do see why that’s a serious issue right? Before the Server did nothing more than maintain a list of x,y,z coordinates of player positions. Now it’s rendering the entire game space and doing 3d calculations.

That’s several orders of magnitude more complex and costly.

ShortN0te,

That’s exactly what i said.

Still no reason to put a root kit on the customers PC.

huginn,

There’s no way in hell you’ll ever get a game company to agree to that. You’re talking 100x the expense of running a server at a minimum.

Crackhappy,
@Crackhappy@lemmy.world avatar

Hell. I have enough trouble knowing where I am much less predicting where other people will appear.

cbarrick,

Cheating is such a hard problem.

Like, this is what leads to invasive client-side anti-cheat. Which also happens to be one of the main blockers for OS portability.

But if you make it so that the server has to constantly validate the game state, you get terrible lag.

You really have to design your game well to deter cheaters. And you have to empower server moderators to ban cheaters. This sorta implies releasing the servers so that communities can run their own instances, because these studios don’t have the resources to handle moderation themselves.

bountygiver,

the validation shouldn’t cause too much lag since game needs to sync up the game states anyways, which is an operation that is inherently way more expensive than any validation anyways (since each frame of the following game states need to adhere to the game rules anyways, there’s already inherently some form of validation). It’s more about not trusting everything the client says the game state should be.

Jorgelino,

I mean, i’d argue that a car costs a bit more than $150, but i see your point.

themusicman,

Call an Uber

Crackhappy,
@Crackhappy@lemmy.world avatar

I’d rather pay someone else to slam my dick in a car door for 150 clams.

helios, (edited )
@helios@social.ggbox.fr avatar

Cheaters are a big problem in this game. To experience the cool parts of the game without all the bulshit, there is still SPT-AKI for playing solo and also the SIT mod for PvE multiplayer coop.

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