It’s most likely licensing, plus the live service functionality. People are saying on Steam that the post-launch content won’t work without the live service functionality.
How would they plan to do that? Foreign investment in Japanese companies is heavily regulated, much more than it is regulated in the Americas or Europe.
FF XVI isn’t even an RPG; it’s an action-RPG; it’s like Stranger of Paradise, but it’s much easier.
And while the PS5 was supply-constrained for about two years, the chip shortage that constrained the supply ended a while back, so anyone can get a PS5 now without having to watch for drops or winning the PS Direct lottery.
Why? They got so badly burned on OpenGL, with the committee dragging their feet & releasing compromised designs while Direct3D became a lot better, that they should’ve stuck with QuickDraw 3D back in the aughts.
Unless the developer opted out of allowing their iOS app(s) to run in macOS, which, unfortunately, many top games did. And of the games that were made available, there are those that only have touch controls, which are awkward at best and impossible at worst on macOS.
I would disagree; if the jobs weren’t homogenized, then the game would be very difficult to balance. That causes metas to spring up, which causes everyone to jump from the underpowered jobs to the overpowered jobs, and then they react very badly when a balancing patch is released, and the meta changes due to nerfs to popular jobs/buffs to unpopular jobs.
Simulation games, like the ones Maxis used to make (other than SimCity). SimEarth, SimAnt, SimTower, etc. Those were educational and fun.
I also once played a simulation game that realistically simulated running a shipping business where you shipped things by boat, sailing your fleet from port to port, dropping off your cargo and loading new cargo, giving the occasional bribe, etc. while avoiding bankruptcy. I think it was called “Port of Call.” It was made a long time ago, and I haven’t played anything quite like it since then.
The lack of a DVD drive isn’t what killed the Dreamcast. I’d argue that the nail in the Dreamcast’s coffin was when software piracy on the platform became trivial.