Truthfully, all sorts of players are asking for all sorts of things, and you’ve got co-op story-driven games still coming out from other sources. Systems-driven games are way up my alley, and I’ll happily take one of those even without co-op. Besides, if a PlayStation game came out with co-op, it wouldn’t be offline co-op.
Yeah. I personally love open world games. Obviously does not mean that every open world game is good but a good open world game can hook you for a much longer time than a linear story based game.
They said "a lot" of player freedom, so I'd definitely expect quite a bit more than just some dialog choices or whatever. ND also kinda tried to get into more open worldy stuff through their failed multiplayer projects, so it would not surprise me if they took that into a new format.
There are still a ton of ways to allow for a lot of player freedom without being open world. In fact, I’d say lots of open world games lack the freedom that a much smaller game like Streets of Rogue has, for instance. But yes, Naughty Dog has toyed with open world-ish designs in the Uncharted 4 era and Jak before that.
Naughty Dog did some solid storytelling in TLoU. It would be great if they could figure out how to apply that well to a game that isn’t on rails.
“I think some of the best storytelling in The Last of Us – yes, a lot of it is in the cinematics – but a lot of it is in the gameplay, and moving around a space, and understanding a history of a space by just looking at it and examining it.
I do appreciate this in game worlds, although this alone is not a substitute for storytelling, and not enough to make an open world fun. The world has to be interesting and diverse, full of unique things, characters, places, and situations to discover, so players will want to spend their time exploring it. Evidence of the world’s history is great for adding background depth, but I’ll be bored quickly if that’s all there is.
Here’s hoping Naughty Dog makes something brilliant in this genre that they aren’t known for (have they ever done an open world?) rather than repeating the mistake other studios have made by churning out another open world of monotony.
Yikes, kinda expensive on mobile. I already repackaged it from my Steam copy and side-loaded it on to my phone so I’ll stick with that. It would be nice if I could keep my progress from one to the other though.
I continue to be a little perplexed by views like this. If the game is $15 on steam, why is $10 on mobile viewed as expensive?
I understand that mobile games typically are cheaper or freemium, but I feel mobile games would be higher quality overall if people actually wanted to spend money on them
Because I already bought the game. Why should I have to pay more based on where I play it? That’s ridiculous. If I buy it, I should be able to play it how and where I want.
I mean that’s fine. Like you said you can continue to use your version that uses the steam files, that’s the version you paid for. But the game sold on another store is cheaper than the other. I don’t think that makes the game too expensive
I don’t have a problem with low-resolution artwork; I think that it’s often an effective way to reduce asset costs. But when a game makes it big, as Balatro has, I’d generally like to have the option to get a higher-resolution version of it. For some games, say, Noita, that’s hard, as the resolution is tightly tied to the gameplay. But for Balatro, the art consists in significant part of about 150 jokers. That’s not all that much material to upscale.
EDIT: And specifically for Balatro, I think that it’s worth pointing out that there’s a whole industry of artists who make (very high resolution) playing cards for print.
That’s a large variety of competently-done, high-resolution artwork.
Now, granted – Balatro doesn’t use a standard deck; it’s not a drop-in approach using existing decks, the way it might be with a typical solitaire game.
But it seems kinda nutty to me that there are artists out creating decks, but only selling them in small volume, and also video games that sell in large volume but don’t have much by way of card artwork options.
they DID add those crossover decks recently, and the dev has indicated that there is more additional content coming. Idk, I think having the cards in HD wouldn’t look right, because the entire game has a specific kind of pixel art. Even the smooth, swirly background has a pixel art filter on it, bc that’s the vibe that the dev really wants the game to have. Mixing them would be like when pixel art rpgs have super hi-res fonts. It just doesn’t fit right.
Sony apparently saw this as their “Star Wars moment”, and went all in. Apparently there was also a culture of “toxic positivity” there where people were too reluctant to criticize things.
Yeah it seems like a podcast saying a number like after talking with a staff member of concord. I would have thought that people below executive/finance suite wouldn’t have that information. Not sure if they talked to someone in there but $400 million is just a bit steep.
Not impossible with tech salaries being what they are, maybe it includes the buyout of the entire studio by Sony in that number though.
8 years of development under multiple publishers will bleed a lot of money. They also hired on a lot of “experienced devs” from different game studios to head the different departments, and presumably paid them well enough to get them to leave their original companies.
This is probably the biggest lesson against the gamer mindset of “Give the developers time to work, and they’ll polish it to a shine.” Sometimes, even time doesn’t improve the end product if the idea wasn’t great. It might even indicate that on some instances where publishers scrapped a ‘cool’ project that was in the works, it was actually the right call. It might have been a Concord waiting to happen.
Absolutely, and especially at a Corp as big as Sony, you have a lot of office politics in play also. Folks pushing personal agendas because it advanced their career.
Yeah, but we have seen a lot of examples where it was clearly a lack of time. An example would be the Gollum game. It had some very good concepts(making decisions between both of his personalities), but it didnt had any impact. This seems like something where if they had more time they could have formed this into a very good game mechanic.
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