Team coke in MW:2 on 360. I played a game on shipment with them and mopped up, they invited me and I had a blast. It was pretty multifaceted, I won’t ever forget King juice, black dude that worked at Comcast- funny as all hell when we got him to do his Comcast lines lol.
Honestly its hard to say for me. Generally I dont usually pay full price for games unless its a franchise I know I know I really enjoy and the general critical and user reviews confirm it isnt a dud. I usually dont find myself unhappy with my game purchases though. If Im usure about something I wait for a sale.
Did a quick calculation and found that a 60$ game needs to be 35hrs to break even with movie prices edit: *where I live
Although I rarely think about game length when buying games. I find that what my gut says is a justified price is far more influenced by a game’s reputation/store page/reviews/what kid of game I feel like playing at the moment. What I’m pricing is my perception of an experience, not an amount of enjoyment for an amount of time. After I buy a game then unless it’s unexpectedly bad or broken I don’t really think about whether it was worth the price. Edit: In fact for longer games I find myself thinking if it was worth the time more.
I think it’s worth mentioning that I don’t buy games with a hype wave behind them, so the “perception of experience” is closer to the actual experience than if you apply the same to new releases.
For game length, I find that left to my own devices I like when games are 10-20 hrs in length. For longer games I prefer when there’s a driving story that I can strive for, and even then it gets boring around the 30-40 hr mark. Some open ended games captivate me for 100+ hours but that’s not my expectation from a game.
I see that people are shouting out games in the comments, so I’ll add one. Cyber Hook is a fantastic runner/platformer game. It’s really fun (especially the beginning and dlc) and it’s pretty cheap. It’s not very long especially if you don’t bother getting good times in levels but the experience alone is worth it. Although, for some reason it requires internet connection for game progression so take that into account when buying too.
Did a quick calculation and found that a 60$ game needs to be 35hrs to break even with movie prices edit: *where I live
How much do tickets cost where you live? Even using older $10 per seat prices and an average run time of 2 hours I come down to $5/hr. Also probably not just going out to a theater alone so if you’re bringing a date or your family, or even going with friends for a collective experience that balloons quite a bit.
Saw oppenheimer the other day, it was 145₺ ($5) for 3hrs. For other movies the price seems proportional. Tbh triple A games typically cost $30-40 here so the break even comes down to 20-25 hrs.
I had only considered the price for my seat as friends pay for their seats. Ofc this is also not considering popcorn etc, those increase the cost quite a bit.
Started playing Space Wreck which has been fun so far. It’s like playing the old Fallout and Arcanum games, or at least as how I remember them. The first act I basically talked my way through without fighting a single fight or passing any other skill checks. I really love these kinds of role-playing games so I’m a happy… err… person :)
I’m already thinking about how to replay this for my second and third run (it’s supposed to be a short game)
Took a break this week from Starfield. I fired up Beneath Oresa to find out it was out of EA and had a bunch of changes. So what was meant to be a one off time killer turned into the thing I was playing this week.
I always wondered on what engine the first Xenoblade Chronicles is running. Absolutely massive beautiful landscapes and it runs absolutely smooth even on the 3Ds! No pop ins either!
they made a totally new and optimized engine for those games
The most difficult part of the development was getting the game’s scale to work within the new hardware. This entailed the creation of a new graphics engine with a custom visibility culling and complex level of detail systems. All of the environments were rebuilt and optimized for the new system while keeping the original aesthetic intact.
Major Problems with game industry right now… Cost to make a game, and from that the repercussions if it fails.
Making an engine doesn’t happen overnight, and then you need new Devs to learn that engine throughout its lifetime. Fine for a big player, but even a large company like CDPR had issues, hence moving.
It’s a shame, but you can’t write off engines like UE. Epic and the Coalition do incredible work with it. UE5 is still VERY new. Look at Fortnite and wait for the next Gears game. Even if the game is dull I’m sure it will be a showcase for UE5.
The opposite is also true. You created an engine already, why do you want a new one? Just add to the existing one. Starfield is not the only industry game working on legacy engines
@warroza Z Koraszewskim się niestety coraz bardziej zgadzam. Mówię niestety, bo on kreśli ponury obraz świata. Jakieś 2 lata temu go zwymyślałem, że wyśmiewał i krytykował Gretę Tunberg – podając za przykład pozytywny chłopaka, który wymyślił i wdrożył metodę zbierania śmieci z oceanu – choć wtedy nie wygadywała żadnych dżihadystycznych haseł. Okazuje się, że miał rację. Wiele wolnościowych / demokratycznych ikon czy ideałów zostaje sprowadzonych do parteru.
Who would have thought that having your own team/colleagues writing/updating their own engine would rely better results (not always) than using something made from someone else…
The problem is bigger than that. Disclaimer: generalization incoming!
Most game developers are just programmers and nothing else. They know how to write high level languages like C# well enough to write the required functions and that’s it.
Long are the days that devs would need to write their own tools and even engines to put the game running. Some (like Naughty Dog) would even hack the hardware in order to bypass limitations of it.
Yes, there were shitty games made back then , but at least the devs had my admiration. Now, not so much. But this not limited to games, Apps are the same shit. Let’s just use some Chromium framework wrapped as an app and that’s it.
Nah this isn’t true. If you gave the devs a free month I’m sure they could optimize the hell out of things. The issue is there are deadlines and higher priority items. You can technically play cities 2 unoptimized at a lower fps and graphics setting, you’ll have a much worse time playing it if features are incomplete and full of bugs.
They simply didn’t have the time to get to optimization
That’s quite true. A friend told me that the red engine from cdpr is one of the most efficient and we’ll made engine today. It didn’t surprised me because cdpr has been working on it for 2 years after cyberpunk failed to meet the technical requirements they sold it for.
That’s what it takes now for an optimized engine: 2 years on a decade old engine.
Long are the days that devs would need to write their own tools and even engines to put the game running. Some (like Naughty Dog) would even hack the hardware in order to bypass limitations of it.
Re-using engines has been around for basically as long as game development has existed. This idea of some mythical age when game development was more "pure" is a fantasy. What has changed is that expectations on AAA titles has grown to the point where it's extremely difficult to roll your own engine if you are committed to many, many years of work.
Not to mention, it certainly doesn't guarantee that the engine performs well. Look at Starfield or Baldur's Gate 3. Both have noticeable issues with performance, and both are built on in-house engines by their respective studios.
Yeah, this guy is basically harping on the concept of re-usable code. That’s why we praise RollerCoaster Tycoon’s dev, he wrote the entire thing in assembly. Beyond that, everything since 2d has used an engine. Hell, to not use an engine would be wasteful and delay games. What, every game should rewrite an engine?
Even Halo CE, 2002, used an engine. The Blam! engine. Dude’s delusional if he thinks people were drawing individual pixels on the monitor.
That’s why we praise RollerCoaster Tycoon’s dev, he wrote the entire thing in assembly.
It’s ironic that we always seem to praise RollerCoaster Tycoon specifically, as that’s one’s based on the Transport Tycoon engine, which was also by Josh Sawyer and also in x86 assembly.
The problem is that hardware has come a long way and is now much harder to understand.
Back in the old days you had consoles with custom MIPS processors, usually augmented with special vector ops and that was it. No out-of-order memory access, no DMA management, no GPU offloading etc.
These days, you have all of that on x86 plus branch predictors, complex cache architecture with various on-chip interconnects, etc… It’s gotten so bad that most CS undergrad degrees only teach a simplified subset of actual computer architecture. How many people actually write optimized inline assembly these days? You need to be a crazy hacker to pull off what game devs in the 80-90s used to do. And crazy hackers aren’t in the game industry anymore, they get paid way better working on high performance simulation software/networking/embedded programming.
Are there still old fashioned hackers that make games? Yes, but you’ll want to look into the modding scene. People have been modifying the Java bytecode /MS cli for ages for compiled functions. A lot of which is extremely technically impressive (i.e. splicing a function in realtime). It’s just that none of these devs who can do this wants to do this for a living with AAA titles. Instead, they’re doing it as a hobby with modding instead.
MT framework (which powered several RE’s, DMC, and other Capcom games was also a damn good engine). And Criterion’s Renderware was also an exception back in PS2 days.
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