Making game is extremely risky gamble. Sometime studio can spend years working on one game and it might result in subpar sales due to element that’s not in their control, like Spec Ops: The Line. Take Obsidian Entertainment for example, over the year we kept hearing how they’re financially struggling despite created some of the best RPG, and Microsoft acquisition suppose to free them from this issue to some degree. Same with Tango Gameswork. Zenimax and to some extend Mojang is different case though.
Lot of game studio open and close, if Tango doesn’t sold to Bethesda and in turn to Microsoft, it might already closed. Though on the flip side it also mean they’re at the mercy of their parent company, it still undeniable that Microsoft is the one killed them in this case.
Indie studios do in fact exist. I haven’t bought a game from a major publisher since… uhh… well, I guess I bought Portal for $1 last year, does Valve still count as a major publisher?
I liked it as much as the others ASIDE from the tank missions. they leaned on the tank WAY too much. There are two or three tank battles where you will be pulling your hair out for sure. Definitely focus on upgrading the tank as much as you can because you will need all the help you can get.
I can’t think of a game that Valve has released just to make money except for Artifact which totally flopped.
From what I understand, Valve has a non-hierarchical internal personnel structure and projects are started because someone has an idea that other people at the company like and want to work on.
Half-Life 3 won’t get traction inside Valve unless it has something to push the envelope like the other main-line games had. Half-Life had unrivaled first person storytelling. Half-Life 2 has unrivaled physics to play with. Half-Life Alyx had an interactive environment unlike anything else that exists even still. My money says if Valve can’t think of something gameplay-wise that’s as enticing right now as any of the previous games had when they were released, they don’t care that the story is still on a cliffhanger.
“It’s okay to fail” seems like it would have been a more valuable life lesson than “it feels good to beat a really hard video game” and it concerns me that you’re so okay with the amount of trauma this entertainment product caused him.
The fact that you’re sharing this story of years of repeated meltdowns caused by a video game and calling it an example of games being beneficial is pretty surreal.
My point is that I described the same distress you’re describing using the same terminology you did. I didn’t accuse you of anything, I just strongly disagreed with your takeaway that this story describes something positive.
I have always thought the Dreamcast could have survived once I learned the history of its downfall in detail. SEGA simply had no confidence in it and killed it hella quick and it was just a monumentally stupid idea. It was, and still is, a great machine with a fantastic library that could have been even bigger if they didn’t just kill it on arrival.
Dreamcast was solid. Decent games. Sega just had their collective heads up their assess. No one had confidence in their consoles. Genesis was a surprise smash hit…then Sega just spewed out consoles; 32x, Sega CD, mega drive, Saturn… Probably more. In that same time span Nintendo released…N64.
No one wants to buy a console that is outdated in a year or two. That game library is tiny and none of your friends have it.
Build a winner, milk it. Release another winner right as the previous one is winding down. Nintendo has mastered that formula.
Genesis was a surprise smash hit…then Sega just spewed out consoles; 32x, Sega CD, mega drive, Saturn… Probably more. In that same time span Nintendo released…N64.
Nintendo had the SNES, N64, N64 DD, GameBoy Pocket, Colour, Advance, etc.
Build a winner, milk it. Release another winner right as the previous one is winding down. Nintendo has mastered that formula.
Every other generation; they’ve not been consistent in their success. The N64 did quite well, the GameCube was okay, the Wii did great, the Wii U did not, the Switch has done very well, I reckon the next won’t.
I didn’t count handhelds. Seems like a different-ish market. Interestingly, I thought the game gear was way better than original game boy… Except it absolutely ate batteries.
I’ve never heard of the N64 DD. The 90’s had so many weird consoles.
They kinda screwed up the timing with it. Launched when everyone and their mother already had a PS2 and got left in the dust. Was also difficult to get one due to limited supply. People tended to buy one console and stick with it for 5+ years, so the only people standing in line were fans or people with money to burn.
Its a shame too because it ended up with some really amazing titles (got one as a hand-me-down from an older sibling) that nintendo now keeps trying to kill.
I feel like that’s what kept me away from it. When I was younger I probably would have been happy with the smaller library but I never had the opportunity to try it and get tempted to buy one
Sounds pretty similar to what happened to the PSVita. Sony tought that there was no reason to support a portable console anymore. Pretty funny, now that we have seen the absolute boom of the Nintendo Switch and Steam Deck.
Me. The vertical is slightly lower than the horizontal. Means I turn fast but stay more on the horizon. Probably a habit from FPS where targets are pretty much on the same level as you.
The more people mention this, the more I’m almost starting to continue trying it. If you really get used to it, it probably does make it easier to adjust the Y axis for headshots, while you’re turning through the X axis. Basically, if you have to cover more Y axis space on the mousepad to adjust the same amount of Y pixels on the screen, you’d theoretically be less likely to move too much in that axis, and overshoot where you want to place the crosshairs.
On the other hand, I’ve been using the same values for X and Y for decades. There’s a lot of accumulated muscle memory to reprogram.
Now I wonder how many pro FPS players play with different X and Y settings…
I love Mario Maker, but I would suggest skipping 2 at this point. It’s been out so long that most of the hype has died on it and there is so much garbage content that somebody picking it up right now is likely to get frustrating for new players.
I watched the gameplay trailer and was so confused as to why Ubisoft thought it could get away with so blatantly ripping off Dead Cells.
Still confused why it’s in the “triple-i” showcase, though. I know the definition of “indie” has become more and more loose as of late, but I’d think the core concept of being self-published would have to be a pre-requisite.
Because it would be inefficient and people don’t like it when you use their computing power for your own gain. I should mention that there are known instances of this happening. A site being compromised and a JavaScript mining applet has been added to the site.
Right… however ANY efficiency when already using a rig for an idle game is literally more efficient, hence why I wondered.
Also it wouldn’t matter whether the mining benefits the owner or user. In reality if the user wants to try with the CPU, they’ll be making $1 for every $20 wasted in power letting their computer idle hard. However that’s still $19 rather than $20. You could at least give the creator the crypto rather than yourself if it’s free which is kinda my point.
It’s literally a case of I’d prefer nobody benefit rather than someone else.
You do know that PCs don’t consume all the power when idle right?
I have a server with 2x800W power supplies and it idles at 110w. If I were to run a crypto miner on it my power bill will go up far more than the game creator will make.
The only winner in small scale crypto mining is the power company.
This isn’t about a computer on idle… This is about a computer running a game non stop that people think is Idle… When it’s not. It’s often running a game doing massive number calculations regularly. Sometimes showing hundreds to thousands of separate things on the screen constantly.
I think a lot of the comments here just don’t seem to understand how many resources an Idle game can actually take up lol.
The Wind Waker for me. At the time, the open world and sea felt so massive, and the colorful cell-shaded graphics made me feel like I was immersed in a cartoon. I played other Zelda games before, but it was the first one to hold my attention all the way to the end. To me, it’s one of those games I wish I could experience again for the first time.
Windwaker would’ve been an easy #1 for me if it weren’t so stretched out. The ocean really didn’t need to be that big, I remember many times where I was just holding forward on the boat and browsing my phone for 5 minutes.
What got me was the Triforce hunt. Nearly no guidance/signposting, constant trips back to tingle, then back to a warp point, then sail around, rinse repeat. Ugh.
bin.pol.social
Ważne