I spent a ton of time in Kingdom of Loathing. I kept an old laptop that still had a flash enabled browser for a few months to play Bloons Tower Defense 4.
There was this game, I forget the name of it, but you had to build and drive little vehicles to overcome challenges. It was technically amazing for a Flash game, and I’d love to have it back.
Before and on release date, most sales are to a minority of highly engaged gamers that then create reviews and hype. Ubisoft needs that hype as they know the majority of the profit they will make is from sales after the release when the general public reads those reviews and then decide to spend their dollar on the game because the reviews were good. Also the majority of the general public won’t pirate anyway…
But once it’s out it’s out. I at least understand the logic of DRM from launch because it delays cracks, but once you’ve released without DRM it’s out there lol.
I don’t know how the launch went but these days the release version of games is usually a buggy mess with half the content stripped out of it so they can sell it later as DLC or a season pass
Gloomhaven is amazing on tabletop and on the PC. I feel like the PC version added a lot of great visuals to the game and made it feel more immersive, while also sticking to the original rules and game play. I’m not a console gamer, but if you are, I highly recommend it. Can be played solo or with friends.
Jaws of the Lion is definitely easier to get into. The organization is all done for you. Opening the Gloomhaven box is a vastly different experience. It’s like opening a box of Legos and wondering how the hell everything is going to go together. Literally had to go to a sporting goods store and buy fishing tackle boxes to organize everything!
Feels like Epic should shoulder some of the blame here as well, considering they allowed the fossil fuel company in the game at all. Fuck both of these companies.
Finally finished up the first playthrough of Baldurs Gate with my buddy. Amazing game. Working my way through finalizing all the things in Starfield right now. Despite the many, MANY, flaws that game is just clicking with me right now. Will probably be returning to Factorio and Cyberpunk to play the DLC here shortly.
If you’re the only reviewer that doesn’t get one then you won’t have a review up for when people read them most, right on release day. So game companies can threaten to exclude you if you write something they don’t like.
Imo they should be an everyone or no one deal, probably even by law.
Slither.io is definitely my most played browsergame. It gets way more fun with a mod that lets you zoom out a little, as the bigger you get the worse the experience normally gets…
Oh! Oh thank you, You make a very good point. It’s very late and I was thinking that people were complaining that there weren’t enough characters in wheelchairs in the last of us for a second or something like that.
Why did your comment remind me of ClapTrap from Borderlands 2? Specifically the scene where you walk along together and suddenly you have to walk stairs and he goes like STAIRS?! NOOOOOOOOOOOOO! How did you know stairs were my ONLY weakness?!
You have to be able to convey business value to get approval on anything corporate deems “extra”
At the end of the day, the project manager is going to have to be able to “prove” that color blind settings will translate to $$$ to the people above them, and not only that, but reliably more $$$ than it will cost to implement.
Which means first you need to know how much money it actually is likely to make, and we have actually very little data on what % of gamers that enjoy (genre) are colorblind.
So you’re already off to a pretty dang rough start.
Usually you only actually get these features when the CEO themself has buy in, like, “Oh yeah my cousin is colorblind and told me how much games suck about it, so make sure we include that feature”
Thats pretty much the only way you’ll be seeing that sort of inclusivity, when you have direct buy in to the movement of inclusivity coming from the very top at a company culture level.
These days, I just rebind buttons in SteamInput.
Using a Steamdeck, I actually prefer that than to deal with whatever rebinding UI the game might have.
There’s some things like action layers that I don’t expect game makers to ever implement.
Closer to a week or two, speaking as an actual software dev.
You have to first include the investigation into “how do we do it? What our are best options?” which is a day or two
Then the couple meetings as you go over your findings and get the sign off and approval that you can go ahead with it.
Then a couple days to implement it, write some tests for the code.
Another day for all the documentation to be added to Confluence, detailing all the above.
Another day or two for the code review process back and forth.
Another day or two for the QA testers to validate things are working.
There’s many many steps involved in going from “Idea” to “Implemented, reviewed, and tested”, and the human element in the back and forth stretches it out as you wait for people to take their lunch breaks, join the zoom meeting, the usual “your mic is muted mate” “oh jeez sorry” back and forth, etc etc…
You've never worked in software development, have you? Adding colorblind modes isn't as simple as just adding a filter and calling it a day. UIs have to be redesigned for each colorblind mode you add.
Do you have text in a menu that says "Click the red button"? Gotta change that for each colorblind mode. Also gotta change that for each language you write the game in. Can the user adjust the settings on the UI, themselves? Then you've gotta account for user-adjusted settings, too. Does the UI change itself depending on the context of things happening in the game? Gotta have alternates set up for those, too. Does a voice-acted character refer to the colors of anything that may be impacted by colorblind modes? Gotta record extra dialogue for those, too.
Each of those stack on top of each other, and take a lot more time and effort than you're making it out to be. Not saying it's an impossible task, but it's far from a 10-minute implementation. Very rarely is the solution "just a few lines of code" like people tend to think.
Or, hear me out here, maybe don’t use colors from jump that a lot of folks with colorblindness can’t differentiate. Red-green colorblindness is the most common, but games keep using those colors for puzzles instead of picking different colors.
I mean, you can always just follow reasonable contrast advice from square 1, and colorblindness won’t be an issue. It’s a pretty solved problem in the web world if people are willing to actually give a damn about it. You can have red and green text and buttons all across the screen as long as their contrast is enough that color-blind users can differentiate them.
Adding colorblind mode to a product you’ve already spent years on saying “fuck colorblind people, I don’t care about them”. Yeah, that’s not so easy.
Because half-assing the implementation is the way to go
Let’s deliver a broken version of accessibility in 10 minutes, that’s much better.
No, simply adding “colour filters” isn’t a fix either, and if that was the fix then a game wouldn’t even need to do that, there are plenty of apps that can already do that, a game doesn’t need to do anything for that (similar to how your screen warmth can change when it becomes night), reshade as an example of something that can do just that.
But thinking about the problem is ofcourse too hard, it’s easier to whine about it and act like you know how simple it is. But when we implement accessibly we do think about it, because people with accessibility issues deserve to get something that actually helps rather than the “10 minute solution”
The Karlstad-headquartered company has confirmed it spent SEK 4.2 billion — $395 million at today’s conversion rates — to acquire Middle-Earth Enterprises from the Saul Zaentz Company last August. But estimates at the time projected the rights – which include worldwide rights to films, video games, board games, merchandising, theme parks and stage productions — were worth up to $2 billion.
Interesting that it fell so short of the $2 billion valuation. Wonder why that is.
The release of the console version was what spured them to make the game better it was highly praised so they imported all of those features to the PC version.
Every class having movement abilities, change in the difficulty format and Loot 2.0.
Right now, Diablo 4 is much better than Diablo 3 was on release. It just lacks an endgame.
You comparing D4 to D3 at launch is just ridiculous. That’s the standard you have? For it to be better than D3 launch? I’ve seen flash games better than D3 at launch. It’s not exactly an achievement.
Early adopters pay more for less anyway and they will remove Denuvo after a few months, because it’s a subscription service. Never understood the hurry of the crack groups.
Obviously the sooner they crack it the sooner they can sell to impatient pirates. The market is only going to decrease over time, and if you’re beaten to the punch you lose out on loads of customers.
Lol, no, pirates dont pay for anything. The cracking community is almost entirely clout based, its just for the bragging rights of being the smartest programmer out there.
Empress is an anomaly, and I dont actually think shes ever been paid her obnoxious “fee.” And even she is only claiming a fee for the clout, as a way to say “no one else can do what I do so its pay up or fuck off”
Yes. As much as I have loved this game from day 1 (yes, day 1), the lack of 3rd person option did irk me quite a bit.
Honestly I probably would have played 1st person the majority of the time, but the option to zoom out the camera and just watch my badass highly customizable character move around and interact with Night City would have been a very very nice addition to the game.
Ultimately, I think they just had to scrap to focus on other (probably less technically challenging) aspects of the game’s development.
The fact that they made an exception for this with the vehicles (now with combat as of version 2.0) points to the high probability they knew that 1st person throughout the entire game was probably gonna lose them some fanfare, so at least in the vehicles (especially the motorcycles), you can zoom out and see your customized V in all their glory.
I think something like what modern Deus Ex games had is a perfect balance of 1st and 3rd person camera. Most of the exploration, sneaking and shooting is first person but whenever you enter cover or shimmy along the walls, you get a 3rd person camera so you can see and aim better. It's both practical and immersive IMHO. Takedowns were kinda bad since it took you into a basically cutscene every time but if done differently, more seamlessly, i'd be a good fit for cp2077.
Also I wouldn't mind 1st person camera in vehicles at all if it was actually good, but it feels like I'm driving from the back seat, FOV was just terrible. And that's coming from someone who enjoyed doing GTAV heists in first person mode...
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