This really reminds me of the latest wendover video. It seems like large companies see small studios as an investment and take any chance to cash out and fire everyone as soon as it’s hurting their short term profits.
I’m really loving Manor Lords but my first “good” playthrough is coming to an end and I’ll take a break until more content is added. Once you learn all of the game mechanics, building a thriving economy is really easy.
I picked up the game for $30, it will keep getting better, and some day I’ll have an amazing game that I got for pretty cheap. This isn’t my first early-access experience, and most of the games I’ve gotten have been a success. Subnautica, Oxygen Not Included, The Forest, Astroneers. Im sure there are more on that list, just a few off the top of my head.
I don’t much care about the semantics. It isn’t just one person making the game, but it is one persons vision and it is a good one.
Meanwhile, FIFA players: “when can I pre-order the next edition of my game, and could I just pay for the cards in advance, or do I have to wait until release?”
Sadly, bamboozling players, dark patterns and nickle-and-diming work, and work VERY well at that - if they didn’t, people would stop doing it a long time ago…
It is NOT an “early access period” it is a “late access punishment” for not be willing to overpay for a game. Journalists should call it that and nothing else.
Sounds ambitious. Games are an important part of modern culture. Recognizing that is a responsible action. On the other hand, haters will have more than just Epic Games to be angry at, so it is a win for everyone.
I don't think that :/ I think his statements and the games he chooses to back sort of prove that ultimately profit is what he is interested in. I don't blame him for that. But don't make him out to be what he isn't. He is a CEO first, being a fan of games falls lower on the list.
Just because you only know three games, it doesn’t mean the rest of us do too. Slay The Spire, and Darkest Dungeon, are a couple of really well known and community loved indie games. Both excellent examples of what can be done with limited resources
How does this contradict what they said though? Just because some niche community knows these games, it doesn’t make them platform-selling games. Valve had HL2 with episodes, Portal, TF2, CS, and Dota 2.
These are enormous classics, made by small studio is not the same as unknown game. Sold much more than many triple a games, this is a very dry weak take
This is the same as Trump saying he was just challenging the results of the election.
Namely, nobody is trying to prosecute him for his legal challenges…and nobody is complaining that games are too entertaining. They are bold strawman arguments that most people see through immediately. “Complete bullshit” is now a common argumentative tactic.
This is all just stuff they’re porting over from Squadron 42 now that they were able to move those devs back to SC. I have no idea why this deserves it’s own article.
They should be bragging about the 400 player single shard test they just finished.
400 on a single shard (server) that actually quite a lot. It is far far easier to just throw a bajillion different servers at the problem and only have a relatively small player count per server. Having 400 running smoothly on a single server is a very impressive optimization achievement
Correct and eve has been very impressive with its per server player counts as well. It’s a completely different type of Beast mind you, trying to keep that many players synchronized over something like a first person perspective real-time movement game is a completely different ball game from keeping spreadsheet simulators synchronized.
Still a very good achievement of optimization regardless but definitely a completely different ball game from synchronizing a first person type content where the players are free to just move in whatever fucking weird ways they want rather than linear vector paths
Yeah eve handles it by slowing down time in-game. So each player has less actions for the server to handle per cycle.
Every game has their way of handling it. Cig is doing it via the replication layer and dynamic meshing. IE multiple servers talking to a “boss” server that scales based on needed load without Eve’s crutch of time scaling. Totally different technologies.
Eve’s solution worked based on what they had and needed at the time, but it’s old hat now.
I played it a few months ago, before 1.0, and honestly the difficulty pushes me away.
I expected for it to get harder over time, yes, but coming straight out of the tutorial I couldn’t “succeed” on the first real game. Pretty sure I had everything on easy too. Maybe it was the second game, either way.
Not everything is important. Not every building needs a person. Not every resource needs to be made. And if you’re angering the forest too much, pull back your wood cutters. Also, don’t open a new area without being ready with ingredients.
It’s a game of delicate balance and keeping your workforce moving, the supplies coming, and fulfilling requests.
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