videogamer.com

RetroGoblet79, do gaming w Nier creator Yoko Taro reveals the sad reality of modern AAA game development, “there’s less weird people making games”

This might come off as being a old gamer, but I feel like they’ve been saying this about AAA games since 2000s.

Sure, 90% of them will play it super safe. But there’s always 1 AAA game that breaks the mold and suddenly, the AAA games will follow that. Or imitate whatever indie game is doing with a higher budget.

Coelacanth,
@Coelacanth@feddit.nu avatar

Sam Lake is still out there fighting the good fight. Kojima too - whether you think he’s a genius or think he produces incomprehensible nonsense you can’t deny he is at least flying the flag for the weird.

Zozano,
@Zozano@aussie.zone avatar

I respect that he burned a giant hole in Konami’s pocket and tried his best to block them off at each turn.

Then they fired him before the game was finished and released Metal Gear Survive lol.

Also respect that he made a fucking AAA hiking delivery game, with fucking jar-babies, and Princess Beach.

mohab,

Sure, but look at the PS2 catalog, for example—way more weird games with relatively high production for the time.

ScrambledEggs, do games w Baldur’s Gate 3’s biggest mod team now has hundreds of devs working on its huge custom campaign in an impressively professional production
@ScrambledEggs@lazysoci.al avatar

Ooooohhhh fuck yeah

Senal, (edited ) do games w Sniper Elite Resistance dev defends asset reuse - “if they’re there to use, why not use them?”

Shaw explained that the act of asset reuse is essential in stopping crunch

Utter bullshit, you stop crunch with realistic timeframes and competent planning/project management.

Asset reuse could be part of that sure, but making out like it’s essential is a geometric fractal of red flags holding other, smaller, red flags.

NoForwardslashS,

Careful, I made the exact same comment and you’ll find it downvoted to the bottom there.

Senal,

Downvotes with no actual reasoning behind them?

I am shocked, shocked i tell you.

ampersandrew,
@ampersandrew@lemmy.world avatar

Do you think you end up with a more realistic development timeline by remaking things you’ve already made? Your comment can end up downvoted for calling one of the most common industry practices, for very practical reasons, “cutting corners”.

NoForwardslashS,

If it’s an integral and common industry practice, how has the industry not entirely eliminated crunch already?

ampersandrew,
@ampersandrew@lemmy.world avatar

Because while it’s a tool in one’s tool belt to work smarter, it is obviously not the start and end of where crunch comes from. Nor is it cutting corners.

NoForwardslashS,

Ah so we are picking and choosing whose statements we take as absolutes then.

Ledivin,

Because it’s fucking inane. Yes, it’s only one part of the problem - nothing was ever stated otherwise, he’s simply speaking on the topic at hand.

Do you also say “no, ALL lives matter?”

Senal,

“Essential” implies more than just a small part, but if you want to claim otherwise you are free to do so.

Do you also say “no, ALL lives matter?”

Because project management is comparable to civil rights? That’s some weak sauce whattaboutism.

NoForwardslashS,

I think we might be talking to a project manager.

chryan,

Genuine curiosity: are you a professional game developer

Senal, (edited )

Apologies for the delay, my instance is having problems with communities so i can’t reply with that account.

To answer the question, not anymore.

The crunch culture was a big part of me leaving.

Honestly it’s not that different in type from non-game dev houses, the difference is in the magnitude.

I understand why these things happen, the reasons just aren’t good enough for me.

Poor planning compounds with ridiculous timeframes to create an almost immutable deadline to deliver unrealistic goals.

The problem is, they’ll jump right back in to the next project and make exactly the same mistakes. At what point does it stop being mistakes and starts being “just how things are done”.

One of the main reasons this works at all is that they take young idealistic programmers who want to work in their dream industry and throw them into a cult of crunch where everyone is doing it so it must be ok or this is the price of having my dream job.

it’s certainly not all studios and it seems to have gotten marginally better at the indie to small-medium houses but it’s prevalent enough that it’s still being talked about.

chryan,

When you worked in games, how did your team deal with the unplanned scenarios where a feature, or even the core game, wasn’t fun and you needed to go back to the drawing board?

Senal, (edited )

Depends on the team.

On paper what you’re “supposed” to do is iterate through gameplay mechanisms and scenarios by building up the bare minimum needed to get a feel for it, then once you have something viable you proceed further along the development process.

In reality it really depends heavily on context, sometimes you find a particular scenario works fine standalone but not as a part of the whole, or some needed balancing change elsewhere breaks the fun of something established, late additions can also cause this.

but again that depends heavily on the type of game, rpg’s are more sensitive to balancing changes than racing sims for example.

Specifically we’d usually evaluate the tradeoff between how much it doesn’t work and how much work it is to “fix” it, sometimes it’d get cut completely, sometimes it’d get scaled back, sometimes we’d re-evaluate the feature/scenario for viability and make a decision after that re-evaluation and sometimes we’d just bite the bullet and work through it.

Over time you get a bit more cautious about committing to things without thinking through the potential consequences, but sometimes it just isn’t possible to see the future.

I understand the realities of managing a project like that, at the same time these kinds of things are known upfront to a degree and yet people always seem surprised that the cone of uncertainty on a project like that is huge.

As i said, i have no problem with re-use, i have a problem with saying re-use is “essential” to stopping crunch, like the management of a project like that isn’t the core of the problem.

lustyargonian, do games w Sniper Elite Resistance dev defends asset reuse - “if they’re there to use, why not use them?”

I remember it being a big deal, well, some deal for a brief while, that God of War Ragnarok had reused boat animations from the previous game. Similarly for Horizon Forbidden West I think.

Anyway, sports games come annually and literally feel like the same game with some adjustments here and there and they’re usually the best sellers lol, so this issue feels like a very “online thing”, or perhaps the title makes it seem like there’s a big inexcusable issue that needs a “defence”.

PunchingWood, do games w Oblivion Horse Armour dev looks back on hated DLC – “We had no idea what we were doing”

Bethesda had no idea how much backlash the DLC would create

Yeah sure.

Either they’re just straight up lying, or they’re completely incompetent over at Bethesda.

Sadly, both don’t seem very unlikely realities for what that studio turned in to.

linearchaos,
@linearchaos@lemmy.world avatar

no idea how much backlash

That’s not to say they didn’t expect backlash, they fully expected some, they simply didn’t do a field study to see how bad it was going to be. Actually pretty common in the industry. Thow shit against the wall, see how bad the outcome is, discount that against profit. :)

fuckwit_mcbumcrumble,

plus

“One of the things about Horse Armour that you have to remember is Bethesda, I believe, was the very first company to do downloadable content expansions,” Nesmith told us. “Nobody had done that before for the platforms. We literally pioneered that. And so Bethesda didn’t know what the hell it was doing at the time. We didn’t know!”

PunchingWood,

I feel like it would’ve taken little effort to do a survey, or just even common sense to know what to expect.

They added that paid DLC barely 2 weeks after the game launched, it doesn’t require much thought how this probably wouldn’t be received positively.

edgemaster72, do games w The new Flappy Bird game has a hidden secret: crypto
@edgemaster72@lemmy.world avatar

I am so shocked, I have to put all my shock into a spoiler:

shocking levels of shock aheadDid you catch how shocked I am? I’ll do it again:

no really, so shocked you guysOk, maybe not that shocked.

MidsizedSedan, do games w Nier creator Yoko Taro reveals the sad reality of modern AAA game development, “there’s less weird people making games”

I know im late to the party but… I just started playing Death Stranding. Lets just say its more than just a walking simulator…

Schadrach,

I mean, it’s being a mail carrier in a world that is maximum Kojima.

MITM0,
@MITM0@lemmy.world avatar

I mean it’s an Amazon delivery simulator so yeah

Blackmist,

It is mental, but I also kind of wish he’d hire somebody else to write dialogue for him.

And maybe somebody to check all the women characters, and make sure he’s not coming across as being a little bit odd.

FooBarrington,

Not sure what you mean - “Mario and Princess Beach” is obviously peak cinema

BrainInABox,

And maybe somebody to check all the women characters, and make sure he’s not coming across as being a little bit odd.

Yeah…

And Death Stranding is better about its female characters than most of the MGS games…

MidsizedSedan,

I JUST started collecting chrysalis crystals. (so mabyt 4-5 delvilvery/walking sim missions in)

To quote an old meme, ‘I know nothing Jon Snow’ but one i saw the ::: spoiler Title Hand prints in the sand, :::

I knew this was more than a walking simulator

Blackmist,

By the time you finish the game, whatever you’ve seen so far will seem like the most normal thing in the world.

Definitely a lot of standard Kojima gameplay in there, among the apocalyptic Deliveroo simulator and bonkers 4th wall breaking.

Jayk0b, do games w Dune Awakening is Funcom’s fastest-selling game ever as new MMO crushes the studio’s previous records

Friend gifted it to me.

This game is so bad.

Fancy cutscenes and “lore” to cover up boring gameplay.

It’s just another base building + gather resources game.

The quests are go to A, go to B, collect stuff.

The gunplay is like shooting plastic straws, the enemy ai is braindead, the climbing mechanics are the worst I’ve ever seen. Ice glitched INTO walls and got soft locked so many times I stopped counting. There is a “unstuck” button. Doesn’t work. Want to report a Bug? Button doesn’t work.

Good I got it gifted, wouldn’t spend a dime on this. It’s not finished at all and just another clone game…

bookmeat,

All ambitious games have problems on launch. If the studio is any good, these usually get cleaned up over the following six months or so. I’ve played over 100 hours. Game is fun.

Dyskolos,

Be fair. Wait for the p2w micro transactions after launch, then judge 😁

KombatWombat,

There is an unstuck button. It’s in the bottom left if you hit esc iirc. I’ve used it a few times.

clutchtwopointzero, do games w Nier creator Yoko Taro reveals the sad reality of modern AAA game development, “there’s less weird people making games”

Yoko Taro talking about weird shows a healthy deal of self awareness… +1 respect in my book

courval, do games w Baldur’s Gate 3’s biggest mod team now has hundreds of devs working on its huge custom campaign in an impressively professional production

Does anyone get paid anything? Or potentially just the game makers capitalising on the success of the mod?

shneancy,

bethesda taught us a very important lesson a while ago - if your game isn’t good, then the modders won’t bother. Skyrim despite its flaws is a good game, and has mods to show for it, Starfield despite its budget is pretty bad, and after the initial hype most ambitious mod projects were cancelled.

because of that i don’t think there’s any neferious plot behind the game makers celebrating their modding community, and the modding community certainly isn’t getting forced to work without pay - they’re passionate about the game and want to make something of their own within it, and honestly that builds a good portfolio for future use too

dreadbeef,

People get mad when payment is expected for labor

captainlezbian,

Defending amateurism in amateur fields is reasonable. Especially when amateurism is a legal defense of the practice such as modding. Professional mods without official license are copyright violations.

This is similar to fanfic communities. The amateurism of the field gives it part of its charm and community, and it also makes it easier for people to come in, develop these skills, and move into creating and selling original works if they’d like to move in that direction.

dreadbeef,

Copyleft “fanfics” are what we call the entire SCP universe. CC-BY-SA is just like the GPL. Notice it’s not CC-BY-SA-NC (NonCommercial). Labor, even if it’s “mods” or “fanfics” is still labor. What, suddenly your work grew in value because it was based off of a different license agreement? The hard work didn’t change, yet it suddenly legitimately grew in value?

If i ever made a game, im making sure everything is released cc by sa and a FLOSS software license for the source code. Because fuck the mentality that says your work isn’t valuable simply because I didn’t give you a license to “my stuff”

captainlezbian,

Labor is labor, and copyleft is great. Hell copyright has massive issues. But also if youre going to participate in amateur labor where it would be illegal to profit, something wonderful and fulfilling for many people, then you don’t get mad when you don’t get paid. If you decide you’d like to make it something you get compensated for you can file the serial numbers off as has become a common practice for fanfic writers who achieve a certain level of popularity.

But also, the exchange of money changes the nature of labor. Labor done out of love and a desire to create and act and give to one’s community is deeply human and quite satisfying and it’s why amateur communities develop culture of amateurism. And it’s why many people who don’t want to do these things for a living choose to do them for a hobby

dreadbeef,

Selling a game based off of the hard work of a game engine: good
Selling a mod based off of the hard work of intellectual property: bad

Is that too reductive? It’s the same industry: game dev

captainlezbian,

Being paid to compete in professional sports vs being paid to compete in intramural sports. It’s the same industry is it not?

dreadbeef,

What’s wrong with accepting payment for playing a sport? I really don’t see a problem of somebody trying to earn a living by doing that

captainlezbian,

I don’t either. But if they’re joining an intramural league, I oppose it. Because its a league defined by amateurism in which nobody’s really seeking to profit.

When we talk NCAA or Olympics then I think that as people are starting to profit off of it the athletes should profit. Though I ask why we’re endorsing the everyone profit model rather than the “college sports teams should more resemble high school ones and we create a minor league instead” model.

Lets go to a form of labor I’ve done: open mic nights. Comedians should be able to make money off their craft, but open mic nights shouldn’t pay because that creates conditions that ruin the point. It’s a space where anyone can go up, try their hand, and with minimal judgment perform. You being good is a nice surprise to the audience, unlike when you’re being paid where they have reason to expect it. It’s a different environment, one more focused on the human desire to create and perform and share it and on the development of skills to a level that they can be sold.

That’s what amateurism is about. It’s about keeping it low key, keeping the expectations reasonable, and keeping the vibe of “people are selling their stuff here” out. It’s the same reason that as a former nudes poster who has dated nudes sellers I’ve wanted to keep those communities separated.

So yeah, it kills the vibes and for us supporters of amateurism we know we’re losing out on highly skilled people’s contributions to our communities when we say we’d rather them not engage in commercial works in those realms. Thats OK.

And I’d like to add that I do purchase art from former amateurs when they move into professional realms. Tamsyn Muir is my favorite author and her writing drips of her fanfic history. But her fanfic is for her and under a name idk if shes even released, and I wouldn’t buy it if she were to sell it wholecloth, because that kills the vibes.

GriffinClaw, do games w Horizon Zero Dawn Remastered confirmed by ESRB rating

Its not the graphics that need a rework, its their quest syatem.

The side quests were tied to your overall level, meaning if you were overleveled, you could unlock quests to battles that were only explained way later in the main quest line. Also the Frozen Wilds expansion made more sense if you did them BEFORE the final quarter of the main story line, but the missions themselves were of a higher level than the endgame boss.

Regarding the main quest line, while its quality is noticibly much higher in Zero Dawn than the later game Forbidden West, the way they were structured meant that f you unlocked the extra dialogue (from talking to certain NPCs) out of order, the whole script felt a little jarring.

Tldr: the quest system of Zero Fawn needs a fuckton of polish, not the graphics

bassomitron,

Agreed. HZD always felt like a game that was built around a story premise first and foremost, which sort of makes sense as that studio had never done a game like that before.

I remember an interview where they were struggling to shift gears from Killzone and looking for new ideas from among their staff when one of their devs pitched HZD’s premise. As a result, they approached making an open world action adventure game as complete noobs. This doesn’t excuse any of the poor design decisions. I was hoping they’d learn from their mistakes in FW, but they instead made the open world part somewhat better and then forgot to keep the focus on the main quest and characters in the process.

GriffinClaw, (edited )

This. So much this.

Also, the one incharge of side quests needs a bloody promotion. The side quests quality in Forbidden West was overall as good as the MAIN quest quality in Zero Dawn.

The quest themselves (minus a few misses), the voice acting and mocap, the POLISH. swoon

hal_5700X,

But do they have to remaster the game to fix that. No, they don’t. Just patch the game.

ShinkanTrain,

Also most quests are just “talk to npc, use Batman Vision to follow a trail, kill enemy, return”

ampersandrew,
@ampersandrew@lemmy.world avatar

It’s got other strengths. Particularly the “kill enemy” part of that chain, on higher difficulties, at least.

Goronmon,

Also most quests are just “talk to npc, use Batman Vision to follow a trail, kill enemy, return”

This applies to a lot of games, even Witcher 3.

ShinkanTrain,

Specially Witcher 3

GraniteM,

I’ll be honest, I played through HZD and liked it a lot, but I came away with a list of minor improvements that could have made the game better.

If anything, Forbidden West had all of those same problems and more, and it had a less interesting story. Just to talk about the quests, for instance, I found myself running in boring laps trying to get a particular resource to upgrade a particular weapon, repeating the same battle so many times that it became truly tiresome.

Then I finally upgraded the weapon… and found that by the end of the story I had a bunch of incompletely-upgraded weapons and armor that nevertheless left me so overpowered that the final boss fight was hilariously trivial. If I’d invested the enormous amount of grind to actually max out all the top-tier equipment, then the fight would have been even easier than that.

The franchise has a lot going for it, but they need to figure out their pacing.

Edit: Also, I definitely don’t need a pointless little board game. “Hey, you want to play Strike?” “Fuck no! I’m out here trying to save the fucking world! Fuck off with your minis!”

GriffinClaw,

Hard agree on the weqpon upgrades. Getting the perfect one, upgrading it to the nines and FEEL like it was worth it was one of the fun parts in HZD. Not so much here (Wildmaws shudders)

Regarding Strike, if they had slowed down the pace of the game, like death of the world in a few years instead of months (with hard timeskips you could gree to), and set the Strike tables in out-of-the-way corners you never have to go to without good reason, I MIGHT have felt like playing it. Deff interesting, just not part of the overall tone of the game.

GraniteM, (edited )

With as much as they talked about the irrevocable destruction of the global ecosystem coming up in a matter of months, and then the constantly rotating day-night cycle, I imagine it would be possible to find out if your in-game time played actually was more or less than that deadline. It would be hilarious if the world was going to end in six months but then the math showed that you actually spent more than a year running around shooting the fins off of robo-pterodactyls.

GriffinClaw,

^^^^^

Carighan, do games w Dune Awakening is Funcom’s fastest-selling game ever as new MMO crushes the studio’s previous records
@Carighan@lemmy.world avatar

I wouldn’t exactly call it an MMO? I mean I get it for marketing purposes, sure, but it feels more like Valheim or so to me?

Bronzebeard, do games w Bethesda is allegedly working on ‘multiple Fallout games’, including Fallout 3 Remastered, teases report

They’ll cancel everything but the remasters. I hate the lack of anything new coming out of AAA studios.

atticus88th,

The new stuff coming out of AAA hell even AAAA have been shit lately. Let them eat themselves, I’ll get their sloppy seconds when they are on sale.

PalmTreeIsBestTree,

AA and indie games are where it’s at these days

sugar_in_your_tea,

Always has been.

sugar_in_your_tea,

What about AAAAA?

Zaleramancer, do gaming w Nier creator Yoko Taro reveals the sad reality of modern AAA game development, “there’s less weird people making games”

The pressure applied by the need for video games to act as investments is not aligned with artistic expressiveness, innovation or quality.

This is why games from smaller Companies or indie developers continue to be the huge, genre-changing breakout hits. They’re still being made with the intention of making a game that’s fun, weird, or interesting as a primary concern, rather than just being a vehicle for profit.

This trend will continue.

Kolanaki, do games w Elden Ring Nightreign devs warn players on PC with the “latest graphics cards” may experience significant performance issues
@Kolanaki@pawb.social avatar

Whew. Good thing I’m still rocking a 1660 Super.

  • Wszystkie
  • Subskrybowane
  • Moderowane
  • Ulubione
  • test1
  • krakow
  • FromSilesiaToPolesia
  • muzyka
  • rowery
  • fediversum
  • healthcare
  • Gaming
  • Cyfryzacja
  • Blogi
  • NomadOffgrid
  • esport
  • Technologia
  • ERP
  • shophiajons
  • informasi
  • retro
  • Travel
  • Spoleczenstwo
  • gurgaonproperty
  • Psychologia
  • slask
  • nauka
  • sport
  • niusy
  • antywykop
  • warnersteve
  • Radiant
  • Wszystkie magazyny