I haven’t heard of the game but see that it’s going for $27. For me at least, buying a $27 game, I’d expect 10 hours minimum of enjoyable gameplay, which throws the free refund out the window if it would deliver.
It could be possible that they wanted to increase their game length to justify the price and stretched things if the first 80 minutes were tedious and slow. I’m sure there’s some consideration to front load the enjoyment into the first few hours, with or without the refund, but I would assume lesser priced games would focus on that and not one going for this price.
gotta avoid sunk cost, I used to buy 30$ games and say if I got 10 hours its worth it when I didnt enjoy the game and wouldve been better off spending my time (which is always more valuable than the amountt of money lost on a game 20-70$) elsewhere
Yes, the two hour limit affects game design. Based on what I’ve read about Blue Prince, it probably didn’t affect that one much at all. The business model always affects the game design. When games were expecting to be rentals, the first few levels would be front loaded with the best that the game had to offer, and then later levels would be more phoned in. In the arcades, games would be louder to catch more attention, they’d be harder to make you put in another quarter, they’d reduce downtime to get the next person on the machine, etc.
When games were expecting to be rentals, the first few levels would be front loaded with the best that the game had to offer, and then later levels would be more phoned in
Still happens today. First impressions matter, budgets are finite, and sometimes reviewers only play the first few parts.
sometimes reviewers only play the first few parts.
Not just the reviewers unfortunately, games shed players at every step, it's why most games are front-loaded and fall off the further you get into them.
I always find it interesting to see the percentages drop on Steam achievements when you progress through a game. The drop-off curve is very different from game to game. I always wonder about the people who drop off just before finishing the game.
I always wonder about the people who drop off just before finishing the game.
They probably don't want the game to end, there's a certain finality that comes with an ending. I've had this happen to me for a few games and books but i usually power through.
Yeah, the theory if front-loaded design is just reality of game development reality. No, D2 Ac4 wasn’t limited because of rentals - it was bad,because one year of crunch and still nit enough time does this to a product.
Halo1 last third is bad, because they did not have enough time, nit because they cared about rentals.
Game content dev generally starts at the beginning.
Probably the Total War series is up your alley… sounds exactly like what you did in Civ 6… you amass a giant army and go around putting everyone in their place… and often enough someone shows up to put you in yours… also for the combat you can just select auto and it will just do the battle for you, ORRRRR you can manually do the combat and control each of your units (cavalry, swordsman, officers… etc) it’s really pretty neat if not a little overwhelming at points.
I never played that game, but I was about to… I literally installed it, but didn’t play it, and it got canceled and shut down very shortly after. (I was a bit out of the loop, I guess)
I still have it late in my Steam library, so I think about it a decent bit
bin.pol.social
Najnowsze