You can still get that by just playing very small indie games. There’s tons of small games out there being made by just a handful or even one person that have these kinds of little fun things scattered throughout them. They are harder to find by their nature but that culture is still very much alive in the indie space.
While I agree with this for bigger game companies the problem is people apply the attitude of deserving infinite content to smaller games as well even if they don’t participate in all the things you talked about. For example with Manor Lord the only thing from what was listed that might apply is it being unfinished since it’s in early access. And while that does come with an expectation of more content the speed people expect it at is wrong especially since this game is basically being made by one person.
Yep cause the journalists make money through ads and game developers are usually the ones buying the ad space so they gotta do what the companies want or they might lose their advertising as punishment.
I mean it just released into early access so I mean yeah it makes sense that there isn’t a full game there yet. Personally I like this approach to early access more then the approach a lot of other games take where the full game is there but it’s super buggy and has lots of bad design throughout it. This feels more like a slowly building out and polishing from the start of the game to the end which I think is gonna make a great game once it’s done. And even now while the experience isn’t super long it’s really good and well polished.
If it’s on steam it isn’t even really review bombing. Cause for steam reviews you have to own the game. So this is people who own the game giving a warning to potentially new people who might get the game about what’s going on and a recommendation to not buy it. Usually review bombing is people who have never even played the game or consumed the media reviewing it bad to bomb it for whatever reason. So this definitely isn’t that and they’re just trying to shift the definition of review bombing to any kind of mass negative reviews for whatever reason.
It’s almost like sometimes an idea doesn’t work out and you either have to abandon it or restart from the beginning but most companies won’t let that happen cause they don’t want to spend the time/money to do it.
Yes but at the same time Unreal doesn’t really compete with Unity at all when it comes to 2D games. Unreal is primarily meant for 3D games and maybe you could make a 2D one work in it but Unity has a lot more resources for 2D games. That’s why games like this switched to Godot instead of Unreal cause Unreal wasn’t really an option. I could be wrong but when Ive made some projects in Unreal it didn’t really seem to have any options for 2D games like Unity has.
I mean even in the past when WoW didn’t have much competition this never really happened before. It would always go down over the expansion then spike up again with a new expansion. While this is definitely in part due to the fact that WoW has multiple versions now and new ones of those have been coming out helping this is definitely still a good sign that what they’ve been doing recently has been working to keep players around.
You’re forgetting the other advantage of the switch is how cheap it is. If Microsoft can manage to make something that’s inbetween the price of a steam deck and a switch it could be pretty enticing.
This is the classic problem with all paradox games that I don’t really have a solution for. Like as players we want them to support the game for a long time and keep updating it, but unless that’s through dlcs then they can’t really do that without getting paid somehow. The other alternatives are just not doing any updates and releasing a full new game every couple years which would probably have less features added compared to doing dlcs. Or having a subscription that you pay to get new updates which while I’m personally fine with I know a lot of people aren’t. So that just leaves the current strategy of constantly doing dlcs and every once in a while releasing a new game and bringing over as many dlc features as they can to the new one while not making the development time unreasonable.