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tal, do games w Star Wars Jedi director’s new studio is making a Dungeons & Dragons action adventure
@tal@lemmy.today avatar

I like single-player D&D.

tal, do games w Had a take about Supergiant Games that recieved a lot of pushback fromy teo longest eunning best friends.
@tal@lemmy.today avatar

I enjoyed Bastion and Transistor.

I also preferred Hades to either.

tal, (edited ) do games w What games are just objective masterpieces?
@tal@lemmy.today avatar

Just out of curiosity, listing the games mentioned here as of this writing by their date of release:

Release Date Game
1980 Pac-Man
1985 The Oregon Trail (assuming widely-played 1985 game)
1985 Tetris
1986 Kid Icarus
1988 Mega Man 2
1988 Super Mario Brothers 3
1988 The Guardian Legend
1989 Abadox: The Deadly Inner War
1989 Ironsword: Wizards & Warriors II
1989 Monster Party
1989 Populous
1989 Sweet Home
1990 Dr. Mario
1990 Final Fantasy III
1991 Battletoads (assuming original game)
1991 The Legend of Zelda: A Link to the Past
1992 Ecco the Dolphin
1992 Sonic the Hedgehog 2
1992 Super Mario Kart
1993 Dinopark Tycoon
1993 Doom
1993 Gauntlet IV
1993 Lufia & the Fortress of Doom (assuming first game)
1993 Mega Man X
1994 Donkey Kong Country
1994 Earthworm Jim
1994 Sonic & Knuckles
1994 Sonic the Hedgehog 3
1994 Super Metroid
1994 The Lion King
1995 Chrono Trigger
1997 Castlevania: Symphony of the Night
1997 Diablo
1997 Final Fantasy VII
1997 Mega Man X4
1997 Oddworld: Abe’s Oddysee
1997 Snowboard Kids
1998 Banjo-Kazooie
1998 Metal Gear Solid
1998 Sonic Adventure
1998 South Park
1998 StarCraft: Brood War
1999 Age of Empires II: The Age of Kings
1999 Heroes of Might and Magic III
1999 Planescape: Torment
1999 Quake III Arena
1999 RollerCoaster Tycoon
1999 Silent Hill
1999 Street Fighter III: 3rd Strike
1999 Sven Co-op
1999 Unreal Tournament
1999 Worms Armageddon
2000 Command & Conquer: Red Alert 2
2000 Diablo II
2000 Resident Evil CODE: Veronica
2000 SimCity 3000 Unlimited
2000 Tony Hawk Pro Skater 2
2001 Ace Combat 04: Shattered Skies
2001 Final Fantasy X
2001 Metal Gear Solid 2: Sons of Liberty
2001 Shenmue II
2002 The Elder Scrolls III: Morrowind
2003 Beyond Good & Evil
2003 Need for Speed: Underground
2003 Star Wars: Knights of the Old Republic
2004 Ace Combat 5: The Unsung War
2004 Champions of Norrath
2004 Grand Theft Auto: San Andreas
2004 Gran Turismo 4
2004 Half Life 2
2004 Metal Gear Solid 3: Snake Eater
2004 The Legend of Zelda: The Minish Cap
2005 Champions: Return to Arms
2005 Psychonauts
2005 Shadow of the Colossus
2006 Ace Combat Zero: The Belkan War
2006 Ōkami
2007 BioShock
2007 Dark Souls
2007 Mass Effect
2007 Portal
2008 Clonk Rage
2008 Left 4 Dead
2008 Mirror’s Edge
2008 Super Smash Bros. Brawl
2009 Dragon Age: Origins
2009 Forza Motorsport 3
2009 Killing Floor
2009 Left 4 Dead 2
2009 Plants vs. Zombies
2009 Steins;Gate
2010 Battlefield: Bad Company 2
2010 Limbo
2010 Nier
2010 Planet Minigolf
2011 Bastion
2011 Portal 2
2011 Terraria
2011 The Binding of Isaac
2012 Hotline Miami
2012 The House in Fata Morgana
2012 Tokyo Jungle
2014 Forza Horizon 2
2014 LISA: The Painful
2015 Bloodborne
2015 Ori and the Blind Forest
2015 The Witcher 3: Wild Hunt
2015 Undertale
2016 Doom (2016)
2016 Kirby: Planet Robobot
2016 Stardew Valley
2016 The Witness
2016 Titanfall 2
2016 Tyranny
2017 Little Nightmares
2017 Mario Kart 8 Deluxe (for Deluxe version)
2017 Nier: Automata
2017 Night in the Woods
2017 Super Mario Odyssey
2017 The Legend of Zelda: Breath of the Wild
2018 Celeste
2018 Donut County
2018 Return of the Obra Dinn
2018 Rimworld
2018 Subnautica
2019 A Short Hike
2019 Disco Elysium
2019 Outer Wilds
2019 Sekiro: Shadows Die Twice
2019 Slay the Spire
2020 Cyberpunk 2077
2020 Factorio
2020 Hades
2021 Everhood: An Ineffable Tale of the Inexpressible Divine Moments of Truth
2021 Psychonauts 2
2022 Elden Ring
2022 Lil Gator Game
2023 Baldur’s Gate 3
2023 Dave the Diver
2024 Balatro
tal, do games w 70% of games that require internet get destroyed
@tal@lemmy.today avatar

I don’t know if I fully agree with the petition, but I do think that there are some real problems with the status quo.

I also think that either a legislature or courts need to provide legal criteria for the good or service division with games. I think that there probably need to be “good” games, "serviceʾ games, and possibly even games that have a component of both.

But I’m not in the EU or UK.

I also am kind of puzzled by this:

www.stopkillinggames.com/faq

Isn’t the law on this already settled?

A: It mostly is within the United States, but not in many other countries.

It doesn’t sound like it was as of 2020 in the US, at least on the good/service distinction:

carltonfields.com/…/youve-been-served-legal-effec…

Of course, case law has never really been settled on whether games are goods or services. Right, Steve?

Steve Blickensderfer: No. No, I haven’t been able to figure this out one way or the other looking at the cases.

A few quick searches haven’t picked up US case law, if it’s out there.

tal, do games w Over a hundred thousand Dune Awakening players got swallowed by the sandworm | Massively Overpowered
@tal@lemmy.today avatar
tal, do games w Over a hundred thousand Dune Awakening players got swallowed by the sandworm | Massively Overpowered
@tal@lemmy.today avatar

There are a number of Dune games.

tal, (edited ) do games w Star Citizen’s new cash shop offerings provoked fresh pay-to-win and predatory monetization accusations | Massively Overpowered
@tal@lemmy.today avatar

I really don’t think that it’s all that abnormal, aside from the funding structure.

Lots of video games — including even some pretty successful ones — have dev studios that screw up the scope when they estimate what they can accomplish with their financial and hardware budget.

The problem is that if you’re a video game developer and you look at the state of your game and you know that it doesn’t meet up with what you’re hoping to make, you can maybe go to the publisher and say “we screwed up and need more money”. And the publisher — who is familiar with the industry and has the ability to actually come in and take a look at what’s going on with your development process and has bean-counters whose job is to make a cold, clear-eyed call on this — is one entity who is hopefully is going to make an objective call.

But with Star Citizen, that structure doesn’t exist. The developer can just keep go begging for more money.

Take https://en.wikipedia.org/wiki/Daikatana: “The aim was for the company to create games that catered to their creative tastes without excessive publisher interference, which had constrained both Romero and Hall too much in the past.”

Or https://en.wikipedia.org/wiki/Duke_Nukem_Forever: “Broussard and Miller funded Duke Nukem Forever using the profits from Duke Nukem 3D and other games. They gave the marketing and publishing rights to GT Interactive, taking only a $400,000 advance.” That was self-funded, so there wasn’t some outside party saying “no more”.

In 2009, with 3D Realms having exhausted its capital, Miller and Broussard asked Take-Two for $6 million to finish the game.[8] After no agreement was reached, Broussard and Miller laid off the team and ceased development.[8] A small team of ex-employees, which later became Triptych Games, continued development from their homes.[14]

In September 2010, Gearbox Software announced that it had bought the Duke Nukem intellectual property from 3D Realms and would continue development of Duke Nukem Forever.[15] The Gearbox team included several members of the 3D Realms team, but not Broussard.[15] On May 24, 2011, Gearbox announced that Duke Nukem Forever had “gone gold” after 15 years.

The problem is that the developer knows perfectly well that the game doesn’t meet the kind of standard that they’d hoped for and which they’d gotten players expecting, but they aren’t willing to cut their losses and just wrap things up. And the publisher wasn’t in a position to cut development off. In Duke Nukem Forever’s case, happened when they exhausted their own capital, because employees aren’t gonna work without pay.

But in Star Citizen’s case, even that brake doesn’t exist. They aren’t using their capital. They’re using player capital that they got in exchange for promises, and I don’t think that players are nearly as good as an outside publisher at performing cold, hard, objective analysis of the development process. CIG dug themselves into a deep hole. Once they’re in that hole, there’s not really a good way out. If they just stop development at any given point, they aren’t going to have something that players are happy with. The only route they have out, to not fail, is to make more promises, try to get more money, and somehow try to develop their way to a successful game. So they’re gonna keep doing that until all of the players cut them off, which can take a long time. A publisher would say “you blew through numerous deadlines in the existing development process, and I don’t think that you’re a good investment”, or said “no more money unless you give me a hard, short timeline for wrapping this up”. I think that CIG knew pretty well that there was no point where they could wrap things up in a handful of months and meet player expectations, so their choice was always “fail” or “keep kicking the can down the road in hopes that they could fix things”.

tal, do games w Star Citizen’s new cash shop offerings provoked fresh pay-to-win and predatory monetization accusations | Massively Overpowered
@tal@lemmy.today avatar

that has promised not one but two games that are not coming out.

Not just the games. Don’t forget all the feelies, the physical stuff they promised to manufacture.

This guy lost a court case trying to get a refund on his $5k seven years back:

vice.com/…/star-citizen-court-documents-reveal-th…

Along with the game—which originally had a targeted release date of 2014—Lord was supposed to have received numerous bits of physical swag. “So aside from [the game], I’m supposed to get a spaceship USB drive, silver collector’s box, CDs, DVDs, spaceship blueprints, models of the spaceship, a hardback book,” he said. “That’s the making of Star Citizen, which—if they end up making this game—might turn into an encyclopedia set.”

That was back when only $200 million had been sunk into the development.

tal, (edited ) do games w Star Citizen’s new cash shop offerings provoked fresh pay-to-win and predatory monetization accusations | Massively Overpowered
@tal@lemmy.today avatar

Star Citizen is a scam.

I’d be more-generous and just call it a wildly-mismanaged development process that ran out of control, and where they have no realistic way of fulfilling all the promises they made at this point.

This is not to imply that one should throw more money into the hole, mind.

In a traditional development environment, the publisher would have bailed on this a long time ago.

EDIT: I do think that it does highlight two things, though:

  • The risks with this kind of funding structure for game development.
  • The fact that there are a lot of people who really badly want a modern, good space combat video game.
tal, do games w The Hundred Line: Last Defense Academy has 100 endings, and it's pushing the creators to the brink of bankruptcy | PC Gamer
@tal@lemmy.today avatar

I was listening to an interview with a senior EU translator several years back, and he said that these days, he normally does the first pass with Google Translate, then manually cleans things up. My guess is that to some extent, most human translations likely incorporate some AI translation already.

tal, (edited ) do games w Players Have Too Many Options to Spend $80 on a Video Game
@tal@lemmy.today avatar

I tend to like games that have lots of “levers” to play with and spend time figuring out, so I think that tends to be the unifying factor in the above games.

I don’t know of anything really comparable to Oxygen Not Included in terms of all the physics and stuff. I’d like something like it too (especially since Tencent bought ONI and now has some locked graphics for some in-game items that you can only get by enabling data-harvesting and then playing the game for a given amount of time, which I’m not willing to do. They don’t have an option to just buy that content. At least it’s optional.)

For Rimworld and Oygen Not Included, both are real-time colony sims. Of those, the closest stuff on my list is probably:

  • Dwarf Fortress (note that the commercial Steam build looks quite different from the classic version, has graphics and a mouse-oriented UI and revamped the UI and such, which may-or-may-not matter to you; if the learning curve being steep is an issue, that makes it a tad gentler). Rimworld is, in many ways, a simplified Dwarf Fortress in a sci-fi setting and without a Z-axis.
  • https://store.steampowered.com/app/233860/Kenshi/. Not a colony sim. You control a free-roaming squad (or squads) in an post-apocalyptic open world. That’s actually a bit like Rimworld. However, you can set up one or more outposts and set up automated production there. It’s getting a bit long in the tooth, and the early game is very difficult, as your character is weak and outclassed by almost everything. Focus is more on the characters, and less on the outpost-building – that’s more of a late-game goal. I find it to be pretty easy to go back and play more of. There’s a sequel in the works that’ll hopefully look prettier. Not really any other game I’m aware of in quite the same genre.

The other things on my list don’t really deal with building.

Oxygen Not Included has automated production. If you’re willing to go outside “colony sim”, there is a genre of “factory-building games” where one controls maybe a single character or base element and just tries to create a world of automated production stuff, maybe with tower defense elements. I’d probably recommend https://store.steampowered.com/app/526870/Satisfactory/ if you want 3D and a first-person view. I like it, but in my book, it doesn’t really compare with the games that I’ve racked up a ton of time on, winds up feeling a bit samey after a while, looks like I have thirty-some hours. https://mindustrygame.github.io/ is a free and open-source factory builder that you can grab off F-Droid for Android to play on-the-go; that and https://shatteredpixel.com/ are probably my open-source Android favorite games. https://store.steampowered.com/app/1366540/Dyson_Sphere_Program/ has outstanding ratings, but I have not gotten around to playing it.

There are a few colony sim games sort of like Rimworld or Dwarf Fortress. I tried them, and none of them grabbed me as well as they did, but if you want to look at them:

  • https://store.steampowered.com/app/328080/Rise_to_Ruins/ is a colony sim and does have combat, but less focus on individual characters than Rimworld. I don’t like it mostly because the game is not really designed to be winnable, which I find frustrating. There’s growing “corruption” coming in from the edges of the map, and the aim is to try to last as long as possible before becoming overwhelmed; you can flee from it to other colonies. Technically, there are some ways to defeat the corruption, but not really how the game is intended to be played.
  • https://store.steampowered.com/app/233450/Prison_Architect/. This has somewhat-similar graphics to Rimworld. You build and manage a prison. It’s not a bad game, but it doesn’t really have the open-world scope of Rimworld.
  • https://store.steampowered.com/app/1062090/Timberborn/. This was in fairly Early Access the last time I spent much time on it, so I’m kind of out-of-date, and it looks like it’s still in EA. Doesn’t have the combat elements from Rimworld or Dwarf Fortress.
  • https://store.steampowered.com/app/224500/Gnomoria/ is kind of like a much-simplified Dwarf Fortress. It didn’t really grab me, but maybe it’s your cup of tea.
tal, do games w Players Have Too Many Options to Spend $80 on a Video Game
@tal@lemmy.today avatar

There’s plenty of jrpgs half that price point with twice the length though.

Gotta like the JRPG genre for those hours to be fun, though.

I think the last major JRPG I was willing to play to completion was Final Fantasy V.

I’ll play the occasional CRPG, but JRPGs aren’t really my cup of tea.

tal, (edited ) do games w Players Have Too Many Options to Spend $80 on a Video Game
@tal@lemmy.today avatar

Obviously quality of gameplay matters, but point is that you need to take into account hours of gameplay, not just treat the game as a single unit, if you want to have a useful sense of what kind of value you’re getting, since the amount of fun gameplay you get from a game isn’t some sort of fixed quantity per game – it colossally varies.

If the way one rates a game is to simply use the price of the game, and disregard how much you’re going to play the thing, then what you incentivize developers to do is either (a) produce games coming out with enormous amounts of DLC, as Paradox does, if you don’t count DLC price, (b) short games sold in “chapter” format, where someone buys multiple games to play what really amounts to one “game”, (c) games with in-app purchases, data-harvesting or some form of way to generate an in-game revenue stream, or simply (d) short, small games.

I have a lot of games that I could grind for many hours — but I haven’t done so, never will do so, because I’ve lost interest; they’re no longer providing fun gameplay. I’ve gotten my hours out of the game, though that number is decoupled from the number of hours to complete the game. I have other games that I’ve played to completion a number of times, and some games — particularly roguelikes/roguelites — which aim for extreme replayability. The hours matter, but it’s not the hours to complete the game that’s relevant, but the hours I’m interested in playing the game and have fun with it.

For some genres, this doesn’t vary all that much. Adventure games, I think, are a pretty good example of a genre where a player has to keep consuming new art and audio and writing and all that. They aren’t usually all that replayable, though there are certainly adventure games that are significantly shorter or longer. But you won’t be likely to find an adventure game that has ten, much less a hundred times as much reasonable gameplay as another adventure game.

But there are other genres, like roguelikes, where I don’t really need new content from an artist to keep being thrown my way for the game to continue to provide fun gameplay. There, the hours of fun gameplay in a game can become absolutely enormous, vary by orders of magnitude across games in the genre and relative to games in other genres.

tal, do games w Players Have Too Many Options to Spend $80 on a Video Game
@tal@lemmy.today avatar

and Terraria are all close to 500h as well.

If you like Terraria, have you tried Starbound?

tal, (edited ) do games w Players Have Too Many Options to Spend $80 on a Video Game
@tal@lemmy.today avatar

Well I’m not them, but for me: KSP1: 1800.8 hours. Current cost $40 = $0.02 an hour

My electricity costs to run the game are higher than the cost of the game itself at that point.

EDIT: Keep in mind that some of these have DLC, and if you buy them, it increases the price. Kerbal Space Program with all DLC is $70; that’s still an extremely good value at 1800.8 hours, but does bump the number up. Fallout: New Vegas has (good) DLC that I would want; all DLC would take the game to $45. Civilization VI would go to $230 (and I assume that they’re still turning out DLC). I listed Stellaris myself, along with a lot of other people. I really liked the game, and even the base game is a good game, IMHO, but in typical Paradox game fashion, if you buy all the DLC, it adds up to quite a bit — $470 currently, and they’re still turning out DLC. Someone listed DCS, I have The Sims 3 on my list, Total War: Warhammer II. All of those games have pricey DLC libraries that, if purchased in total, run multiple hundreds or over a thousand dollars (with the Total War: Warhammer series using an unusual take on this, where prior games in the series also act as DLC for the current ones). They can still be pretty cost-competitive per hour with other games, but only if the person who buys them is actually playing them a a lot.

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