I mean, the article specifically states that, as high-budget games, Doom 2016/Eternal don’t really fit into the category:
While they aren’t necessarily boomer shooters due to their higher production values, faster-paced first-person shooters like Titanfall 2, Doom Eternal, and Halo Infinite are earning more goodwill than the latest Call of Duty and Battlefield games, proving that a faster-paced and more fantastical FPS still appeals to mainstream audiences.
Fucking hell this is super weird. I was going through my comments history, and one of them was "what's a boomer shooter?"in reply to someone who mentioned the term a few weeks ago.
Since it wasn't replied I looked it up like a minute ago, and came across this very article.
The very first thread I clicked on after I came back to my feed was this one :0
Boomer shooter isn't really about the generational boomers but that the games have a lot of "booms". It says it right at the top of the article. Boomers never even played video games. That era was all Gen X and old Millennials so it wouldn't even make sense that way.
Finally, a genre of games with explosions in them.
It’s still a terrible name, and it is clearly meant to make you think of baby-boomers (the op is literally titled “OK Boomer Shooter.”) Also, the fact that there are things that go ‘boom’ in this game is not in any way the defining trait that separates them from other FPS’s, but rather that they are more fast-paced than other more realistic FPS’s. And even if you convince me otherwise on that point, I still hate the name and wish nobody would use it!
Hire more staff to do more development/QA in a shorter timespan
Delay release schedule to not be annual releases
Reduce game scope to something the team can accomplish
Gamefreak cannot keep its historically small team size while trying to make large, open world titles that release annually. Tears of the Kingdom tool over 5 years to develop, and that was working with pre-existing assets. Gamefreak's model is not sustainable.
Gamefreak cannot keep its historically small team size while trying to make large, open world titles that release annually
Define "small". For Sword and Shield they had around 1000 workers, according to Ohmori, the game's director.
With 200 being from Game Freak, some from Creatures Inc. (they make the 3D models and send them to Game Freak) Debugging and Quality Control is externalized
So, yeah. The number being close to a thousand, that of course includes all the different functions like marketing and PR and everyone that would be associated with the game ahead of release. But I think at Game Freak, really the core team of people that worked on the game was around 200 people. And of course, Creatures is another partner company that develops 3D models of the Pokémon. There are various teams that handle debugging at our partner companies as well. So there’s a lot of people involved and I think in terms of just the sheer number of the most resources required to make something happen for the development, it was definitely more on the graphical side of things.
I personally am not one for nudity in my games but BG3 is literally the dumbest hill to die on. If anyone actually is, I didn't see any examples. Reason being, the first thing that happens when you start the game is that it asks if you want to turn it off.
I appreciate that they are continuing to improve the game. I hope they will add some new subclasses, spells, and races eventually. It would give the game some serious staying power.
If the success of Baldur's Gate 3 shows that gamers don't like micro-transactions, does that mean games that sell well with micro-transactions is prove that gamers actually like them?
Just want to be clear on what the rules are for the logic here.
I have not played it, but people rave about The Outer Wilds and it sounds like it fits your needs.
It's not at all my thing, but search the term "walking simulator" to find stuff like that.
Have you tried some of the games you're talking about on the "story" difficulty modes? Most have moved to calling it something like that instead of "easy", and I'm at the opposite extreme, but a lot of them are designed to let you experience the world and story without the pressures of combat.
If you have access to a switch, Mario Odyssey or Kirby and the Forgotten Land have some "combat" but you can skip a lot of it, and they're made to be beatable by kids. Other 3D platformers exist in similar veins as well.
Journey looks really special, thank you for the tip! I've played plenty of Minecraft many years ago - I should have mentioned that in my post. I even ran a server for my family for a while. I'm just looking at Subnautica now to see what the creative mode is like, thank you!
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