ByteOnBikes

@ByteOnBikes@slrpnk.net

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ByteOnBikes,

Yeah. Unless they’ve some ulterior motive for porting their RE engine to iOS, then this is insane.

That’s actually a really good idea.

Port a functional blockbuster to iOS to ensure the engine works. And now you have teams experienced in the engine to build shitty mobile games.

ByteOnBikes,

The Microsoft Store and how to redeem games is so mind-numbly stupid. GamePass wowed me with their library and the subscription service. But how they do everything, from DRMing their games in a absolute mindfuckery app folder, to locking it into your Microsoft account and ecosystem, was so frustrating. Modding? Eat a Microdick. Hell, save files don’t even transfer between Steam and Microsoft GamePass games because FUCK YOU PLAYERS.

I’m glad Steam was extremely proactive at moving off of Windows.

ByteOnBikes,

I honestly think it’s a badge of honor.

I worked in a company where we had 1000+ engineers on a SAAS platform for three years. And it barely has the same relevance or reach as Steam.

Ken Levine says BioShock nearly went nowhere and was almost canceled: "We can't make those games because they don't sell" (www.gamesradar.com) angielski

What’s interesting to me is of course how cheaply Bioshock got made compared to today’s blockbuster hits. Somewhere, we took the wrong turn in regards to modern game development, truly....

ByteOnBikes,

“We can’t make those games because they don’t sell”

“We” as in Irrational Games? Or “We” as a industry?

Small 20 ppl studios are cranking out some really cool games that don’t need AAA budgets. They will be the ones making the next BioShock.

ByteOnBikes,

This is actually what everyone in my city’s game dev community did.

Everyone moved out to either Godot or Unreal, or using a custom engine.

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