I had to stop playing long single player games because of time constraints. Having a full time job and family means little.time remains for free time and that free time is not consistent. So if I do try to start a big new game the next time I find time to go back to it I will have forgotten where the story was, what the controls were and very quickly give up on it and go back to quick pick up and play games.
It’s great that the well-paid gamers have their options of exciting, linear singleplayer games. Realistically, if we want AAA gaming to be defined by that, it needs to be profitable enough, which means people buying those games on release consistently, and even maybe accepting the $70 price tags.
Some people do so - but many others are only buying one or two games a year due to shrinking personal budget. And those games need to fill the hundreds of spare hours they’ll have during that year.
The situation could be reversed if more people had a generously-sized personal budget; if they weren’t fearful of managing their rent each month, or debating whether to save a few pennies from their paycheck for retirement. $40 or even $70 for the hot new 10-hour singleplayer game of the month shouldn’t be a lot in the grand scheme of things, but it’s everything in a world with so much income disparity.
I feel the opposite. I pay for the narrative and experiencing the game’s mechanics and interactive art, not to flush as much of my life away as possible. When I see people complaining a game was too short, I am basically ready to add it to my wishlist.
Well, I guess I’m somewhere in the middle. I’ve finished games and thought, that’s it? But I want a game that makes me WANT to spend more time with it, not one that forces me to grind an area for hours just to milk more time spent in the game. If I spent two hours on a game and I’m still in the tutorial, I’m probably not coming back to it.
I want to want to spend more time with the game, but i also want it to not let me. Eject me forcibly from its world once the story has naturally concluded, with fond memories of the tightly edited purposeful experience.
What’s the timeframe within that I am curious. I am not the type of person to spend 100 hours playing a game though I regularly see that online and on my friends list, for example I spent 19 hours playing Metro Exodus recently, 28 hours on God of War and 34 on horizon zero dawn. I feel like that is around the amount of time I want to spend on those games and would feel like 10 hours to complete the story and most objectives is too short.
Really depends on the game. But roughly something between 3-20 hours is my preferred range. I thought Sayonara Wild Hearts was fantastic and the perfect length for the story and experience it set out to convey (took me about 2 hours to beat).
This was one of my favorite games in when I was younger, almost 20 years ago now. I had no idea people were keeping it going. It makes me happy to see that it’s still alive.
This looks cool, didn’t know it was still going strong. Last time I played Freelancer (vanilla) was during my military duty almost 15 years ago, when stuck on night duty. Brought it in and played with some of the other soldiers. It was a fun time, but we didn’t get too much into it then unfortunately.
okay i watched a little. Very very cool! I didn’t know that this was what Freelancer looked like these days, and this is a very cool way to find out about this Discovery mod. Thank you for sharing! Seems very interesting, I might have to read more about it when i get some free time.
This mod reminds me a lot of STALKER Anomaly, which was a mod for the STALKER games that dropped within the past few years. Basically stitches the maps from all three STALKER games together, fixes all the bugs, and adds a much deeper metagame. GAMMA was the refinement that came out a year or two ago, which slaps a ton of extra mods into it so it looks kind of like a modern game on top of everything else. I have not played either of these mods (I decided to try playing through one of the main games instead), but i know they blew up in a similar way to this one.
The mod has been consistently going since 2005, so they’ve had a lot of time to build up assets! There’s a lot of snazzy new features, but everything still aims to integrate with Freelancer’s original setting and lore. Mixed success, but it works more often than not. There’s a community Discord if you wanted to take a look around or ask questions.
EVE has been combating bots for years, optimal gameplay is often relatively simple to automate. I’m not sure they’ll be all that disruptive.
(and the time it would take to implement data collection for a learning model is unlikely to be spent by anyone, for how much effort it would be considering the questionable gains over ‘dumb’ bots)
You really don’t need any AI (assuming you mean LLMs like ChatGPT) to bot the shit out of Eve - the way the game fundamentally functions makes it dead simple to bot (it’s not like WoW where you have to deal with pathfinding or positioning for combat) - you could write a mining bot in a weekend, and it’s dead hard to catch because “normal” mining basically looks indistinguishable from botting
Holy crap this was amazing work.
I was active during "the Providence Wars" (shoutout to all Ushra'Khan peeps) and it's probably the most immersive MMO-experience I've ever had.
Good times with 4am alarm clock stront hauling ops
I wasn't sure what kind of gameplay style they would give him, considering that he and Homelander are both going to be in the game, and both of them are basically "when you want to have a Superman in your story but definitely can't get permission."
Hopefully the dodge turns out to be significant when playing as him. It looks like a lot of guy-throwing-punches otherwise. :S
Copied from reddit user u/iamshieldstick on reddit because I hate having to watch an 8m video for a 1m read of info.
Summary
Thank you for making the game surpass 1 million copies sold!
The highest priority for the team is developing the DLC and working on the sequel. Brainstorming and exploring different aspects of the projects.
Planning another patch in November (exact dates are still being discussed).
Expect some balances in the weapon assembly system
Rising dodge will be provided as a default skill, eliminating the need to unlock it from the P-Organ. This is to ease the difficulty in the early stages of the game specifically against the shovel puppet (aka Pancake Bot).
Polendina will sell 2 additional Quartz from the first stage of his shop.
They will give Alidoro costumes to all players as a token of gratitude, including his mask
They will introduce an extra slot for facial accessories, enabling the wearing of hats and glasses at the same time.
They are planning to add new wearables in the game - the Alchemist’s Hat (Venigni Hat) and a brand new pair of glasses!
Aside from these, several other elements are currently in preparation. For a comprehensive overview of the final contents, please refer to the upcoming patch notes
They are grateful to the players for praises and compliments on the music. They are currently in the process of preparing the release of the soundtrack. The collection will have nearly all the music from Lies of P, totaling more than 60 tracks.
They are also working more diligently and investing considerable thought and effort to meet the expectations in the Wo Long Fallen Dynasty crossover and make the collaboration of the highest quality.
Working on DLC - they are hiring new developers to join their team.
Shared some sketches from the DLC. These images are merely the tip of an iceberg. Let your imagination go wild and anticipate what’s to come.
youtu.be
Najnowsze