Damn, for me Jeff, Dan and Mitch/Mike formed the new nucleus and were quite entertaining.
Usually I am open to change, when it comes from a creative directive. However Giant Bomb seems increasingly to be jerked around by corporate interests in faster intervals. I have doubt’s that GB will keep its identity and not just be a name.
It might end up just being a name for game guides, which sucks, but that core nucleus will still be doing Blight Club in some capacity, and Jeff will still do his news show. I think the same thing will live on by another name, just like the old school lives on in Next Lander and Gerstmann’s solo thing.
I wouldn’t say games. I’d say carefully calculated reward dopamine triggers with tendrils snaking directly to the entirety of my liquid assets disguised as games.
If you actually do enjoy this genre and want some unironic takes (and no, they are not all dating sims or erotica) take a look at !visualnovels! Also related is !otomegames, a VN subgenre: dating sims aimed at women with male love interests. For transparency, I mod the second one but not the first.
Well duh, if both consoles end up averaging close to $1,000 after tax then of course households are only going to buy one and that’s if they don’t just decide to go PC instead at that point. Especially with the cost of subscriptions going up again, it’s becoming financially draining
There are quite a lot of ways of making an open world game with infinite replayability without requiring massive maps, but they’re not in the style AAA gaming has been going for in the past decade, they’re more things like Oxygen Not Included, Factorio, Minecraft or Battle Brothers were the game space is procedurally generated, the fun is in conquering the challenges of a map, and once you exhaust it you stop yet end up coming back months later and try a new game with a new map, from scratch, because it’s again fun and there’s no “I know this map” to spoil it.
The handmade game spaces with custom made “adventures” do manage to have better experiences than those games that rely on procedural generation and naturally emerging situations for providing gamers with experiences, but they’re mainly once of and rely on sheer size to remain entertaining for long.
Too big of a map ultimately becomes a deal breaker for me because it will inevitably have too much empty space and get too boring and time consuming to play through.
Smaller more refined maps are better than larger maps where the team can’t sufficiently justify every single corner and make sure every inch truly is fully designed and makes sense.
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