For better or worse it’s unreal engine 5 (AKA volumetrics: the engine), so it’s got some easy performance gains here and there with engine.ini tweaks and maybe some mods to remove stuff if denuvo isn’t too bad about it.
TLDR: dunno if anyone wants to replicate it today, because the experience of early years Rocket League is completely gone now. So ‘they’ dont even have a reference point to replicate.
Psyonix fumbled RL so hard its not funny. I have 1500 hours on Steam since launch. In my experience, like with a lot of competitive online games, RL became more and more sweaty and toxic as time progressed - it’s already not the largest pool of players, and even when queuing casual matches you’re matchmade with similarly-skilled players - so once you’ve been playing for say 50 hours you find yourself in quite a few toxic matches with higher-skill players. But, there was thankfully a remedy - anyone wanting to chill simply used the fun modes (snow day, rumble, and hoops) and told anyone who was toxic in game to get bent. I had a crew of several dozen regulars that I’d befriended and we enjoyed hitting those modes because they were taken much less seriously than the standard 2v2 or 3v3 matches. Many many laughs had over the years I played. Then Psyonix retired those modes from the casual queue/playlist and made them competitive-only around 2019 - no reason cited. This pretty much quadrupled the queue times for those modes, and ensured the matches were higher stakes (rank points) and more toxic. Why?
This was not the first or last time Psyonix made decisions that the community at large hated. Every controversial change they made was met with a lot of pleading on the forums (and Reddit) with devs to reverse course, which they would hand wave with ‘we’ll take this feedback on board’ kind of responses, then as time ticked on we saw lootbox after lootbox/decal/season-pass/timed-exclusive-grind-drops/paid-cars hit the game… And dev focus started to become clear. Before you say ‘they had to pay for the game’, this was all before the game went F2P. It became obvious that dev priority was ways to make the game even more of a dopamine-to-wallet loop, and casual fun is not a priority, they wanted an e-sports scene. I guess the casual players fit none of those goals.
At that point my RL friends persisted gettinf together regularly for private matches (so we could still load the fun modes), but the ability to just load into the game and queue up some relaxed no-stakes silly car soccer (or hockey, or basketball) was long gone for experienced regulars - i can’t imagine it was easy for new players to get into the game at that point. Gg. Haven’t even had it installed for a few years now, and I read now they removed the ‘fun modes’ entirely from the ranked queue options now, so they just come back for seasonal events? Why??
Psyonix had a money printer and they broke it by trying to make the money print faster. Thanks for coming to my Ted Talk.
In their defense I don’t think they could have come up with any standard chat lines that wouldn’t be used sarcastically by toxic players.
If I was a dev if you spammed the lines 3 times in a row I’d change the third one to something to diffuse the hate, from a random selection of lines that are hard to take sarcastically. "I love you! ", “Wooo!”, etc
I bought the game about 6 months after it was released and I had over 3000 hours in that game before I stopped playing a few years back.
The first 1200+ hours was in Snowday alone, and I doubt I’ll ever have as much fun in a video game than I did in that mode. I started to play all the modes plus the steam workshop mods (for hundreds of hours) just to get better car control to play Snowday.
Unfortunately at the end it was all competitive and it had started to be more of a chore than fun but I stand by those first thousands of hours at the most fun I’ve ever had.
Hell, most of the time even the losing part of Snowday was enjoyable when playing against and with the right people.
Yeah i’ll remember the good times fondly for sure. In its peak it was a great time and I don’t regret the time spent one bit.
The puck added a fun dimension, being able to fairly effortlessly run it up walls or onto the roof (compared to the ball), and the wonderful semi-glitchy physics of pinch hits on the flat surface of a puck. Nothing like pinch-hitting it against another player’s vehicle and watching the puck rocket unstoppably across into the goal. “Calculated”.
Im completely oblivious to any of the enshittification, but like any online game the fun is long gone for most people. Skill floor is way too high. As soon as you join a match youre completely outskilled by everybody and its clear youre nothing but a hindrance to your team.
Your opponents laugh at you and style as hard as they can and your teammates resent your existence, assuming they stick around long enough to make it clear.
Hyper-competitive games are fun for about 3 months and then youre either in or out.
Yeah agreed. Best time to get into most competition games is when they’re in their ‘growing playerbase’ phase with lots of new players, still room for casual players. Then they slowly get pushed out.
There’s room for modes that encourage casual fun though to keep that part of the playerbase active, which is what made Psyonix’s decisions so frustrating.
Why is the consumer just expected to roll over and take it when a game sucks instead of the responsibility being on the publisher to release updates until the game resembles what was originally advertised? Games aren’t on ROM cartridges anymore, you can still improve the game after it’s released.
Look, No Man’s Sky set the precedent for what you’re supposed to do when your game sucks at launch. And we should expect nothing less from game studios with ten times the person-power and money.
Obviously sucking at launch is bad. But it’s inevitable that some games will suffer that fate and as No Man’s Sky showed, that’s no excuse for the game continuing to suck after launch.
Yeah, if a product is sold, I expect it to work for the most part. Now, mistakes happen, and not much to do about very obscure things and it's great if thing can be added afterwards.
But what I want, and this is apparently wild, is a finished 1.0 product that works as expected.
I pre ordered no man’s sky, because the people who made fucking Joe Danger said “I’m going to procedurally generate a universe”
I played it a bit at launch, but the antihype, especially spoilers about the ending made me stop. It’s a bit dense to try to get back into at the moment, but I regret nothing. I paid a modicum so that the guys that made Joe Danger could make a universe, and because me and people like me didn’t demand a refund, they got to do it.
Agree. Also the same with CP77 - I don’t care how much they update and polish that game, I’m not touching it again. It was barely playable on XBOX1X on release. I luckily was able to sell my launch day copy with a small loss, but I’m not trusting them with my money again, after I (and many others) have been misled, and given an unplayable game on consoles.
I am not an investor to lend money to the company for development, I am a consumer, so I want a working game for my money on Day 1, otherwise I’m shopping elsewhere - as plenty of studios manage to great and polished games (e.g. most PS exclusives).
I always wait a few years before buying a game. It prevents situations like this and saves aot of money to boot. Not just the game price but also because I don't need the highest spec pc
I have no proof but in my eyes it all smells like Sony and other gaming news are to blame. They hyped up the game to unachievable levels and then held Hellogames to the previously set deadline. I am very happy they sat down and finished the game, although there is new content patch ever few months still. Gave them those 60$ happily even though it’s not my kind of game.
CP2077 had a bunch of issues on release as well. Much better now. I feel like they(developers) need to bring in different testers near release. If you have the same testers whom have been testing builds for years it can probably be hard to see the issues with the same clarity.
Also stop having release dates. Just use vague terms like 2nd half 2024. When you get the release build, anounce a date, like a month later, give your devs a couple weeks off as there will be missed bugs after release. Hard release dates aren’t helping these situations.
It’s not about unknown issues on the dev side, it’s about greed. CDPR wanted to release for Xmas when the large playerbase of the prev gen consoles was still relevant, so they happily pushed marketing and lied to take people’s money, hoping they can pay exec bonuses and fund future development from that.
Sony had to pull the game from the online store, as it was barely playable. One good question of course why Sony would let it even be there without testing, but of course major companies are trusted to QA themselves, and not release a broken game - luckily this seems to work most of the time.
Because people will pre-order games to the point that it’s made a healthy profit even before it’s even released. Consumers vote with their wallet and for some reason gamers just constantly choose to show publishers that shoddy, half-assed products are good enough for them.
Exactly, when you buy a shit product you should learn not to do the same thing. People are still out here buying crap and complaining on the internet where the money having developers couldn’t give less of a fuck.
Gabe was talking about the making of Half Life, back when you shipped your disc and that was that. And the game was, apparently, crapola.
There were patch and updates back in the day. The problem was that not everybody had a good internet connection or a connection at all, during the 90’s.
Games like Daikatana and SiN were flops due to bugs that required patches to fix.
It’s because that’s how capitalism works. If you keep buying stuff from the same source without due diligence, you can’t be surprised when you get stuck with another sucky game.
The only incentive to spend resources on fixing a game is to preserve reputation for future games.
We are dependent on the success of our customers in the gaming market. Adverse events relating to our customers or their games could have a negative impact on our business
Remind me, why did you alienate your customer base with a per install fee Unity?
Headline really feels like it's trying to imply unity is currently making a profit. They haven't been out of the red in a while. Businesses tend to die when they're bleeding money and there's no VC.
It’s a bit more complicated than that. There are a lot of accounting tricks to be constantly making losses but end up cash flow positive.
I don’t work or invest in Unity so I don’t have a great understanding of their metrics but companies I worked at would constantly capitalize new projects to add expenses in the future. You can structure sales deals so a new feature is added late in the contract. That pushes revenue out, but you can collect more cash early.
If unity didn’t do share buy backs this quarter, they would have a positive cash flow. Which points to they should be a profitable company but instead are using accounting tricks to post losses to lower tax bills.
Man, reading that old 2005 PC Gamer article really brings me back to older, better and happier times of gaming journalism too. It even mentions the bundled DVD with demos, mods and goodies you’d get each month. Those really were the days.
Sure but… I’m subscribed to Humble Monthly. So instead of getting a CD with a magazine containing a bunch of demos, I get a bunch of keys for full games. A lot of them pretty neat indies.
Starfield would be fine if there was a way to get from place to place without constant reloads. This is a limitation of the (ancient) engine the game is on, as I understand it.
The thing is, we already have games like No Man’s Sky which do this very well. Starfield may have been better received if it came out 15 years ago, but against modern space games, it just sucks.
That’s ignoring anything else wrong with the game, of course, and there is plenty. But I could get over a lot if it didn’t feel like I was playing a menu instead of flying a spaceship at every change of scenery.
Freelancer would have been fresher in memory 15 years ago, and that’s one that had seamless intra-system travel. Gameplay in Freelancer even flowed better than NMS for getting from orbit to orbit and having encounters or discoveries along the way. It just didn’t have the on-foot gameplay. I had the same problem with loading screens in Everspace 2. Killed the flow. Whoever tries to do this again is going to have to make sure transitions are minimal.
And that’s what I don’t get about Starfield, conceptually. With this project scope, you’re not competing well with NMS for ship-to-foot or orbit-to-surface transition, you’re not doing better than Freelancer–a 20+ year old game–for all the in-space stuff, and the procgen hamstrings you with all the “Bethesda magic” their worlds are known for. It’s like someone said “let’s do Daggerfall in space” and went rigid top-down design with it, retrofitting whatever they could along the way to make a functional game around the procgen.
I maintain that if they didn’t bother with the space thing, or abstracted it more to a “blip on a screen” type of topdown play like in mass effect, it would be a better game. They could have spent that time on the shooter gameplay loop not being shit.
This is a limitation of the (ancient) engine the game is on, as I understand it.
Old engine isn’t always bad. It is if you do like Todd and just slap more and more plugins and technology on top and call it a new engine, instead of fixing underlying issues or rewriting/updating old parts.
Which is why Starfield NPCs walk onto tables and become owls when the camera zooms into conversations, etc: It is the same code that is used in Skyrim and partly Oblivion. And Todd Howard doesn’t want devs doing silly things like fixing twenty year old code, he wants new and bigger.
Shame on Harvey Randall for platforming executive bullshit:
The problem, he puts it, is inflation. Which is an unerringly boring but also correct answer: “We live in contrasting times, where inflation is real and significant, but people expect games that are ever more ambitious and therefore expensive to develop to cost the same. It’s an impossible equation.”
They’re not responding to the expectations of the people; they’re responding to the expectations of their investors.
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