neatchee

@neatchee@lemmy.world

Profil ze zdalnego serwera może być niekompletny. Zobacz więcej na oryginalnej instancji.

neatchee,

Exactly this. I work in the games industry as well and even big studios are falling over themselves NOT to release anywhere near GTA6.

Nobody believes there won’t be people playing other games at that time. But it’s going to dominate the media cycle for a month, especially if it is either better or worse than fans hope. And the reality is that many, many people have limited gaming budgets. If you’ve only got $100 to spend, GTA6 is very likely to be the default pick at that time.

It’s a behemoth in terms of grabbing attention from both the media and players. All the best laid plans for a successful release can be completely derailed by a game like GTA6.

neatchee, (edited )

Fun facts incoming!

Cost of “Mario 64” on release = $59.99

Development budget for Mario 64 = ~$1.56mil

Inflation adjusted Mario 64 cost in 2022 = $111.91

Inflation adjusted Mario 64 budget in 2022 = ~$2.91mil

Cost of “Elden Ring” on release = $59.99

Estimated dev. budget for Elden Ring = $100mil-200mil

Mario 64 units sold = ~12mil

Elden Ring units sold = ~28mil

These details are provided without comment. You do the math and decide whether the fact that prices haven’t changed since 1996 might be the reason for some of the enshitification we continue to see.

And now for the comment:

Consumers are horrifyingly resistant to price increases for games. It is directly responsible for many of the shitty monetization models we’ve seen. Development budget continue to rise, even on indie games, while consumers pay less and less in “real money value” over time.

It’s completely unsustainable and the very reason the “business types” get involved, forcing unpopular monetization schemes

neatchee, (edited )

I simply chose two big, well known, and beloved titles for the sake of expediency.

This problem is not unique to big budget games.

Indie devs are getting screwed too. You saying that you’ve found great games for $30-40 from indie devs isn’t an argument against more sustainable pricing like you think it is.

If the dev budget for the indie game was 5% of the AAA game but the price was 50% then you’ve literally just helped prove my point

The fact is - and I challenge you to prove me wrong here - video games continue to be hands down the best dollar-per-hour investment for entertainment. Even a $60 game that only lasts 20 hrs is still coming in at $3/hr of entertainment, which is very hard to beat. When you look at live service games where people will spend literally thousands of hours after paying anywhere from $60-200 you’re looking at $0.10/hr in some cases.

neatchee,

While that may be true, the costs and budgets we’re dealing with today are orders of magnitude higher than they were back then. Physical product manufacturing doesn’t even come close to making up the difference when you factor in digital storefront costs.

neatchee, (edited )

Oh don’t get me wrong, I’m not saying the capital structure is fair by any means. I understand all the reasons why people - especially right now - are struggling to justify big purchases.

And I will readily agree that inefficient and improper use of resources is one of the contributing factors to ballooning development budgets

That said, video games are - and I challenge you to disprove this - easily one of the best investments for entertainment. Dollars-per-hour of fun on a 20hr, $60 game is $3. For a live service game where people spend hundreds of thousands of hours playing it can get below $0.10 per hour.

EDIT: I also agree that demos need to make a comeback because I’m sick of wasting money. Though people also need to read some reviews before they buy occasionally :/

neatchee,

I almost replied from my inbox; glad someone said it before I even got to it haha

neatchee,

I never said anything about the quality of the games. I’m speaking specifically to the monetization bullshit.

As I said elsewhere: budget bloat happens in a lot of places. Greedy executive and publishers is one place. Overambitious design goals that get scrapped is another. There’s also bad tools workflows, mismanagement, and any number of other contributing factors.

But even indie devs are getting screwed on pricing and making far less than they deserve to be in many cases.

If people keep buying CoD and Assassins Creed, devs will keep making them. And if they can’t increase retail price to cover the budget they will find other ways to do it.

neatchee,

Yeah, that’s a line you don’t cross in PR ever. “Cry more, I like it” is just not the message you want to send.

neatchee,

If people knew what devs said (justifiably) about players when nobody is looking, the internet would implode.

Like, I’m not trying to be an asshole, but holy fuck gamers are the worst about actually knowing how games are made or the consequences of various decisions they want made.

I don’t know why 80% of gamers think playing games means they know how to make games, but it infuriates many of us to no end. We get that it’s just misguided desire to see the games improve but jfc it makes life incredibly difficult (especially for the CMs)

EDIT: Imagine someone told an architect “You should just remove that load bearing wall. This other building doesn’t have one in that position and it’s great. Why is it so hard for you?”

neatchee,

Goddammit, enjoy your upvote 😆

neatchee,

Yeah, and anyone with an ounce of common sense will point at that and be like “See? This is what happens.” But an outrageous chunk of gamers seem incapable of applying the same logic to game development 🤷

Edit: btw this is why knowing how to give good feedback is a really good skill to learn

Bad feedback: “You should remove this button, it sucks and I don’t want it”

Good feedback: “It disrupts my experience when I go to press button A but accidentally press button B because it’s so close.”

neatchee,

Will, first and foremost, these were devs not CMs. Shouldn’t have been posting in the first place for exactly this reason.

But in my experience in the industry, it’s never worth the risk to try to look cool. You lose more often than you win, even when you think it’s the right time. Because even if people agree with the sentiment, there will always be people who object to the tone itself and that tips the scales against you

neatchee,

I totally understand this. I used to do CM work and support stuff, and took the first chance I got to switch to a technical role.

It takes a special type of person to not be permanently fucked up by some of the stuff that gets said and done. I have the utmost respect for the CMs that are able to brush that stuff off over and over again. Cause I sure as shit can’t

Especially the bit about publishers making bad decisions and being unable to even talk about it. That stuff hurts

neatchee,

Uh sunshine is usually MORE performant, not less. I would suggest heading to the Moonlight/Sunshine discord server and requesting help there.

Personally I have no issues streaming 4k@60 150mbps on a wired connection with moonlight and sunshine. Would try @120 if I had a display that supported it lol

neatchee,

Why not use one of the EDID cloning ones? All you need is access to a display with the features you need.

neatchee,

As I said with the first one: I already have ff7. I don’t need ff7 again. If I want ff7 I’ll go play ff7. I’m incredibly happy they decided to spice things up and give it a twist. This has me even more excited for next week!

neatchee,

Nope, it’s not that game. Nor, IMO, could they possibly make that game successful enough to justify the cost of the remake. There aren’t enough people like you to generate the sales numbers they are looking for. Could you make a reasonably successful product like that? Sure. Would it make the amount of money square-enix is interested in? I strongly doubt it. Because I wouldn’t buy that game and I enjoyed ff7. I don’t really care if they have cubes for hands. I’m not playing it for the graphics heh

neatchee,

You’re missing my point. An exact remake, scene for scene, wouldn’t be successful. You don’t have to believe me 🤗

neatchee,

And I like that it’s just different enough to leave me wondering if what comes next will be different than what I expected. I think that’s awesome. And I really like the changes they’ve made so far, in terms of how it will obviously impact the future

neatchee,

This is why I don’t use a common centralized password manager, just like I don’t use any of the most popular remote desktop solutions like TeamViewer for unattended access.

I run a consumer copy of Pleasant Password Manager out of AWS and use NoMachine for unattended access to any machines where I need it.

Security through obscurity is tried and true. Put as little of your security attack surface in the hands of others as is reasonable.

neatchee,

And here’s a reminder that trusting centralized service with high security access control is usually a bad idea.

I stay away from LastPass for the same reasons I stay away from TeamViewer. Security through obscurity on top of decoupling my security interests from others means other people being attacked is much less likely to cause me harm at the same time

neatchee,

I use Pleasant Password Manager, which is keepass compatible. Big fan of offline cache with online sync for access anywhere with an internet connection on top of my phone offline

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