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Tattorack, do games w The Day Before studio say the game's downfall was thanks to "a hate campaign"
@Tattorack@lemmy.world avatar

I mean… That’s their fault for making such a terribly hate-able game.

falsem,

Pretty much, all I can think of is Steve Carrell yelling "but I hated it!"

style99, do games w The Day Before studio say the game's downfall was thanks to "a hate campaign"
@style99@kbin.social avatar

From what I saw, the game died because:

  • tutorial was way too long and there was no easy way to find objectives
  • hostile locations were mostly barren
  • enemies were super easy to cheese

All things the devs could have gone back and fixed, but they decided to abandon the game.

Stalinwolf, do games w Piranha Bytes, devs of Gothic and Elex, are next on Embracer's chopping block
@Stalinwolf@lemmy.ca avatar

Gothic 1 and especially 2 were absolute gems. Clunky as all fuck - especially the first one - but they were hugely impactful on me and way ahead of their time. The soundtrack from Gothic 2 still lingers in me today and makes me feel the way it made me feel even then.

youtu.be/HZ1tyNFODM4?si=MrGAcBmTJlaI9i4w

The meadows in Valheim also bring me back to Khorinis.

Kolanaki, do gaming w Games only need fast travel when they make travel "boring", says Dragon's Dogma 2 director
!deleted6508 avatar

Travel is gonna become boring if you have to travel the same road multiple times in the course of the game even if you have a bunch of cool stuff along that road. Eventually, I won’t give a shit about that stuff since I’ve seen it a million times. So I would hope there is still some kind of fast travel to go between places I have already been if the world is super big. Otherwise it’s just gonna feel like you’re padding the game for time to inflate a 10 hour story to take 40 hours to finish.

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

I think the better way to help fix this issue is random encounters, spawns, and a world that changes as the game moves along.

Moving along the same road can be made interesting if different things are happening every so often as you come through. New friendly encounters, new fights with different enemies, maybe randomly spawning treasure or scripted puzzle sequences that can appear dynamically around the whole world. Add to that a world that becomes modified by story events, maybe that road gets blocked and a different passage opens up that takes you to the same end destination, but with a new path and things to explore.

It's not an unsolvable problem, but it is something that goes by the wayside often.

Ashelyn,

One thing to consider too is scheduled events. Imagine a couple towns get together and throw a fair along a route that connects them, and you get to see celebrations and games and vendors who might sell trinkets that are hard to track down otherwise. Perhaps the local monarch goes on a hunt with the massive party of servants and knights that might entail, with different practices for different cultures. A band of cultists clears an area for several days leading up to their yearly ritual. It’s migration season for a certain species of animal/monster. There are so many possibilities!

Even just vendors passing through can be made more interesting. Do they carry their wares via backpack or cart? Are they being attacked by bandits? Wild animals? Are they trying to smuggle goods or services somewhere?

It all has to be programmed of course, which is the main holdup on what makes it so hard to flesh out those parts of the world.

I do also see weight in the idea that, past a certain point, traveling is just boring, especially if the only thing of importance is the Main Story Quest. Travel is also often boring in real life too but we can tune it out, or find little ways to pass the time and entertain ourselves during the more mundane moments. We’re not frequently afforded that luxury in games. When you’re playing a game and dealing with the downtime going from point A to B, often there is literally nothing to do except hold down the movement keys and deal with the occasional path change/obstacle.

The point of games is to be engaging, and if there’s nothing to do while traveling but look at the scenery and surroundings it will eventually get boring. Even if the travel gets interrupted occasionally for an encounter, I think it’s arguable to say that the content is literally not travel anymore and in fact papering over a bad travel system (if the only thing interesting is the stuff you find that you have to stop and take care of). Adding more unique/transient stuff along routes is only half of the battle; work has to be put in to make traveling enjoyable in and of itself for players to want to do it instead of skip it.

But as always, the best solution to our problem is to simply add more trains.

Edit: slight restructuring/grammar

wolfshadowheart,
@wolfshadowheart@kbin.social avatar

To add to this, DD1 has quite a number of NPC's that travel between regions and you can come across them. As you progress through the game their patterns and locations change.

I actually am ambivalent on the latter mechanic as it really makes it a pain sometimes, but it still has lots of ways that it can work well.

snooggums,
@snooggums@kbin.social avatar

Depends on the reason for traveling. If you are headed down the road to a goal and keep getting sidetracked by random encounters in a way that is distracting you from the thing you want to do then they just make travel tedious.

It all comes down to why am I traveling and why are encounters on the road more engaging than the reason for being on the road in the first place.

Lith,
@Lith@lemmy.sdf.org avatar

From the article:

And for the record, Itsuno does say that he thinks fast travel is “convenient” and “good” when done right.

Based on Dragon’s Dogma 1’s use of Ferrystones, as well as this mechanic returning along with oxcarts in the sequel, I think this director understands that there needs to be a balance. It’s good when it’s both properly implemented and has a purpose. You’re right that nobody wants to run up and down the same roads countless times, but it’s up to the devs implementing limited fast travel to make sure you won’t have to. Then it’s up to the player to decide whether fast travel is worth it for any given situation. Knowing when to use your fast travel and how to maximize it is a skill that you develop and should be rewarded for mastering.

But it also needs to have a purpose. In more arcadey games, I don’t like worrying about resources like that. But in more grueling games like Dragon’s Dogma, where the journey is often a very intentional part of the gameplay loop if not the main challenge itself, it fits right at home.

muse, do games w The Day Before studio say the game's downfall was thanks to "a hate campaign"
@muse@kbin.social avatar

Don't hate the player, hate the game(maker)

eek2121, do games w The Day Before studio say the game's downfall was thanks to "a hate campaign"

They bought a bunch of assets that didn’t work well together, made a poor attempt to make them work together, and released a buggy half-finished game…oh and the hame was completely different from what they said they were working on.

I did like the gameplay loop, however.

TheSpermWhale, do games w The Day Before studio say the game's downfall was thanks to "a hate campaign"
@TheSpermWhale@lemmy.world avatar

Stop blaming the players for bad games

mateomaui, do games w The Day Before studio say the game's downfall was thanks to "a hate campaign"

Players hated it, so… true?

CooperHawkes, do games w The Day Before studio say the game's downfall was thanks to "a hate campaign"

I love it when people try to revise history. /s

This game got hype on top of hype the likes of which I don’t remember greater. Everyone was talking about it. I was also curious even though I’m pretty much over all things zombies.

I work from home and leave my favorite streamer in the background when I’m not in the mood for music. Listening to their excitement turn to confusion to utter disappointment was almost agony.

This dillhole of a human being makes it sound like the hate campaign was before the game ever had a chance. Stop fucking lying. The hate came after the game turned out to be dog diarrhea.

chemical_cutthroat, do games w The Day Before studio say the game's downfall was thanks to "a hate campaign"
@chemical_cutthroat@lemmy.world avatar

I miss when dumpster fires used to burn out after a day or so. Devs need to learn when to shut the fuck up and walk away. Fleece some more rubes in another 5 years or so.

AdmiralShat, do gaming w The Day Before studio say the game's downfall was thanks to "a hate campaign"

The Last of Us 2 absolutely had a hate campaign long before it released, it was review bombed within minutes of release

This game had everything on its side. All the youtuber who covered it the months before release were like “it seems too good to be true, but if it’s true it’ll be great”. Everyone wanted it to be good, everyone wanted it to succeed

interolivary, (edited )
!deleted5791 avatar

Yeah I remember the “waaaa it went woke, Abby is trans” insanity

Edit: no brain, it wasn’t Ellie

AdmiralShat,

It wasn’t her it was Abby, because she was buff they claimed she was trans. Then there was a sex scene with Abby and man and they claimed is was an unskipable gay male sex scene (it was skipable, btw, and it was hetero sex, but she’s got biceps)

interolivary,
!deleted5791 avatar

Oh yes doi of course, that was just a brain fart. But yes exactly this, it was such a spectacularly gAmEr moment.

TwilightVulpine,

Can't help but feel some distaste for the idea that a mandatory gay sex scene is grounds for boycott, while most of them don't mind a mandatory straight sex scene in an M-rated game.

I have my issues with TLoU2 but that one really brought the chuds out of the woodwork.

interolivary,
!deleted5791 avatar

They take any presence of minorities as part of an agenda to, uh, I don’t know what exactly. They always screech about an agenda but I don’t think even they know what the agenda is supposed to be about.

etchinghillside, do games w Blizzard have cancelled their in-development survival game alongside today's layoffs

the combined powers of Microsoft’s 22k-strong Gaming Division have to be denuded to the tune of 1,900 human beings. That amounts to about 8% of the division.

grte,

have to be

SnotFlickerman,
@SnotFlickerman@lemmy.blahaj.zone avatar

Balmer needs them dividends, bruh! /s

Aedis,

What? Ballmer hasn’t had anything to do with msft since 2014 man.

SnotFlickerman,
@SnotFlickerman@lemmy.blahaj.zone avatar

…businessinsider.com/…/steve-ballmer-annual-micro…

You don’t gotta be working there to own stock and get dividends.

DoucheBagMcSwag, (edited ) do gaming w The Day Before studio say the game's downfall was thanks to "a hate campaign"

So… my comment was removed…now we can’t tell scam artists who are peddling literal fake news to “shut the fuck up” here without our comments (that multiple people agreed with here) without getting culled?

I understand about not being toxic towards other’s here but this was directed at the ponce making that statement

admin,
@admin@beehaw.org avatar

…that multiple people agreed with here…

The admin/mod team here make the final decision as to what is nice or not. Do you have a genuine grievance?

DoucheBagMcSwag,

If it’s going to kick up dust and all that bullshit it’s not worth it.

Moira_Mayhem, do gaming w The Day Before studio say the game's downfall was thanks to "a hate campaign"

The loudest sign of a weak character is the inability to take responsibility for fuckups.

BaroqueInMind, do gaming w The Day Before studio say the game's downfall was thanks to "a hate campaign"

In summary, the writer says the game indeed sucked and it was not caused by racist hate coming from random bloggers, whom by the way they never named. That dev can continue to go fuck itself into bankruptcy.

bekopharm,
@bekopharm@discuss.tchncs.de avatar

The idea of random bloggers having any impact in 2024 made me laugh. Thanks for that :D

– a random blogger

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