Maybe more significantly, it’s a recent game with rave reviews that’s still making Larian money without the use of mtx and/or dlc.
Aside, kinda expecting a lot of garbage D&D games since the endlessly greedy Hasbro has seen how much money it can make them. Doubt they’ll do anything other than miss the forest for the trees in their execution of that, though.
It feels like a natural consequence of playing a lot of indie games; there’s too many little gems you just don’t hear much about on release, or which you end up only learning about because they end up bundled with something else you were being patient about.
Though I’m not even sure how I’d apply this label to traditional roguelikes, given how many are free, and how many more seem to be in a permanent state of development/‘early access’ (Caves of Qud is hitting 1.0 in a month does break my go-to example there though).
There’s definitely an appeal with some of the better AA and ‘AAA’ games too beyond financial reasons though, given the tendency for bigger studios to launch titles full of bugs these days. (I loved Cyberpunk when I played it a couple of months after release – was lucky to not experience many bugs at all on PC – but it’s so much easier to widely recommend it since it hit 2.0.
Same deal, and definitely. Before 2.0 I thought Cyberpunk did some really cool stuff with narrative and inter-quest structures, but now the core of the game is a ton of fun all by itself. (The little Edgerunners references in the perk trees are a nice touch, too!)
And god do I love being free of the tedious incentives to check/compare all your attire and weapons for the best stats; standardisation here is a blessing.
Really glad to see this finally hit 1.0; idiosyncratic titles like this are my favourite thing about Early Access. For all the early, often substantiated negativity about the model, it enables developers to work on a lot of cool stuff.
I’ve never played PoE, and only watched a friend play it briefly; so nice try, but no, I’m not just stanning for a developer out of some absurd association of one’s ego with a product.
You need to actually learn how development works, and I’m not replying further until you either do that or stop being so aggressive.
Throwing all your previous “arguments” out of the window
If you actually read what I said, instead of obsessing over winning an argument no one cares about, you would realise that was the exact thing I said from the start. Unless you can’t even tell you’ve been frothing at two separate people.
Beyond a certain point, you have to take a risk and say screw balance; otherwise you just make everything the same, and render jobs little more than cosmetic differences.
Even if you’re excessively concerned with morality and what people think of you, the only people realistically going to kick up a fuss about “pirating” games one already owns are Nintendo’s lawyers.
No, I’m not, because I’m not a PoE2 dev and don’t need an excuse. You’re ignoring the realities of gamedev and insisting it should just work because you say so.
They even acknowledged that they could offer it as micro transaction
If they did, that means budgeting for the additions needed because it would be a product in itself.
I just hope it doesn’t mean more of SE prioritising growing the playerbase over retaining vets. I’m pretty new myself, but the homegenisation of jobs (especially healers, dear god) is clearly not good for the long-term health of the game.
Seems like they tried to grow the company waaaaaaaaay too fast (practically doubled their number of employees since TW3 was released).
Obviously this sucks, but it’s good that they’re not unceremoniously dropping people with zero notice (looking at you, Activision). Doubt we can expect an environment where gamedev layoffs suddenly disappear, but people actually getting advanced warning about this stuff would be a huge improvement on the industry’s norms.