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ampersandrew

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

ampersandrew,
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You think that's the year the Epic store closes?

ampersandrew,
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I played a bit more Hellblade: Senua's Sacrifice ahead of the sequel in a few months. There are a few major components to the game's core loop, and the one I'm not thrilled with is its hidden object puzzles, but the rest of it is working for me.

When I've got some podcasts to get through, Palworld has proven to be a great second screen game. There are some things I'd like to see them tweak about the progression, but they're very small complaints thus far. Ultimately, this game is working for me in a way that Pokemon hasn't in about 20 years.

I thought I would take a break from Pillars of Eternity after finishing the first game, because it did become quite exhausting late in the game, but after a discussion with some friends, I ended up excited to jump right into Pillars of Eternity II: Deadfire, and so far, it's answering nearly all of my issues with the first game. For one, more quests can be resolved by being clever and avoiding combat, plus when the combat does happen, it's far more readable. As a blessing from the gods themselves, the quest log also lets you know if a quest is too high level for you, so you know which content is intended for your current level without checking it out early and dying to an enemy mob in a few seconds.

Ahead of Combo Breaker, I'm also back on the Skullgirls grind. My Black Dahlia mix and setplay are weak, and I'm giving my opponents too many opportunities to take their turn back, so I need to tighten that up.

ampersandrew,
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Yeah, I haven't seen any combo system. Following up a light with another hit is always that same jumping spin slash. If there's more depth there, the game didn't want to tell me about it. Likewise, when they had that developer direct, they said they were improving the combat system but with no description of how they were doing so; just a lot of fluff talk that was kind of about nothing. As for the puzzles, I like the ones that aren't just finding the symbols in the environment. Those puzzles can actually be reasoned out, as opposed to the symbols where plenty of things look like those shapes and they just picked one that they felt was the best fit for it, so I mostly just end up waiting for the game to inform me whether I'm hotter or colder as I get close to the magic spot.

This game also does something that I haven't seen many games do that always seemed like a natural evolution of story-driven games. The industry, operating at this level of production value, for the most part ended up going open world, even and especially for games that were better off being smaller and linear, and that's a real bummer. If you keep things small and linear, you can start loading the next scene while the current one is still playing, and then you can seamlessly cut to the next scene much like a movie would, but you get all the benefits of rendering the game in real time. This shouldn't be so rare, but the industry's obsession with being "bigger" made it rare.

ampersandrew,
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Careful with the spoilers. I've only done one trial so far, and it wasn't that one.

ampersandrew,
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Do you have any more info to provide for that fight without spoilers for others so that I can point you in the right direction? What's the issue you're running into in that fight?

ampersandrew,
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They almost certainly buy fewer things when the stuff they already have is designed to be played infinitely.

ampersandrew,
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400 people across multiple countries and $100M spent on development doesn't count as AAA?

ampersandrew,
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Hours per dollar isn't a great metric for all sorts of reasons, but I do fully understand typically getting more value for your dollar out of indie games. That's not the only thing that makes this an apples and oranges comparison though. Games in the 90s and 00s were often cranked out in 9-18 months, with a number of developers in the single and double digits, compared to a lot of productions today taking hundreds of people to develop for 5 years before they come to market. Capcom in particular hasn't been getting too crazy with development timelines, because their projects usually aren't overscoped compared to their competitors, but we're still talking way more salaries to pay for a much longer period of time to create a single video game these days. Rather than DLC, it was designing games around strategy guides, hint hotlines, and coin operation in the arcades, resulting in decisions like making the first level really easy and the next level really hard, so you couldn't finish it with one rental, and you'd need to pay for additional materials to find out the obtuse answers to problems in the game. Duck Tales may have sold 1.67 million copies while its break even point was way, way, way lower than it is for the likes of Dragon's Dogma 2, which might need to sell that many copies to make back the money it took to create it, and it's not even a foregone conclusion that it will sell that many either.

ampersandrew,
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I think the hours you get out of it is a valid component of the value you get out of a game, but it's trivial to make a game longer, and a tight 5-10 hour game can frequently be more valuable to me than a 70 hour game, a lot of Capcom's games among them. Part of the reason Suicide Squad and Skull and Bones are getting slammed in reviews right now is because they made games that could be played for hundreds of hours, and that happened at the expense of making great games that you'd be done with in 15 hours. When is the last time you bought a movie or went to the theater? I'll wager a guess it cost you more than $3 even if it was really long.

And all hours are not created equal either. An action game that takes 50 hours would probably be exhausting, but a turn based game like an RPG or a 4X would feel right at home there, since you're spending a lot of time in menus making slower decisions.

ampersandrew,
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How we each choose to spend our money is very much a personal decision, and if you feel you need more length out of a game in order to get your money's worth, no one can really tell you you're wrong. Something to consider though is that your dollars spent decides what gets made in the future. If enough people feel the way you do, it's no wonder so many games are designed to be repetitive time sucks instead of tighter, better paced experiences, because they're not making their money back on a 15 hour AAA game if everyone waits for it to drop in price to $15 first. Personally, I've seen plenty of my favorite franchises become worse off for being larger, longer experiences (that also cost them more time and money to make, meaning these games come out less frequently), and I'd love for them to return to the excellent games they used to be when they were leaner. Halo going open world hurts the most.

ampersandrew,
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Sure, but plenty of my other favorite FPS campaigns don't have that, and I definitely won't get 60 hours of playtime out of them, but they're still my favorites. It's been a long time since we got a great FPS campaign, and I hope it's not because the market those games are targeting have a $1/hr threshold to meet. $1/hr is also a fairly arbitrary metric in the face of inflation, because it essentially means that games need to keep being made on scrappier and scrappier budgets as time goes on in order to meet it. It's a fool's errand to try to convince someone that their opinion is wrong, so hopefully that's not what it sounds like I'm doing, but personally, I find it to be a poor measure of the value of a game or any kind of entertainment for that matter.

ampersandrew,
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I don't buy modern AAA FPS either, but that's because they've been chasing those longer play times lately, or they end up not particularly interesting like Immortals of Aveum and then blame the market for not buying their game. I'm waiting for the indie scene to get past boomer shooters and start emulating the era just after that, and I'll gladly pay more than $15 to have it. There are a couple of candidates, but nothing for sure.

ampersandrew,
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In the shooter space, just things I'm hopeful for, but I don't know how likely it is they'll scratch that itch. I've got my eyes on Mouse, Core Decay, and Phantom Fury.

ampersandrew,
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Volition surprised me by staying open as long as it did. It hadn't made a hit since Saints Row IV, and it had several high profile flops since then. I would have loved for Free Radical to finish making a type of FPS that doesn't get made anymore, but apparently they spent two years of that studio's life chasing Fortnite.

ampersandrew,
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How would you say Titan Quest compares?

ampersandrew,
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Yeah, that last part I knew, but I started diving into this genre with Titan Quest because the sequel is allegedly coming out this year.

ampersandrew,
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I'm aware, but it will likely be mechanically similar. If it turns out to be a Bloodlines 2 situation, I can always just stick to the first game and Grim Dawn, maybe V Rising. And all of that is assuming that as I spend more time in Titan Quest I still enjoy it.

ampersandrew,
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It's boomer shooters or nothing in that space right now. We're starving out here. On my radar in the coming year or two are Mouse, Core Decay, and Agent 64, but no one knows what kind of quality we'll get out of those. Also, is it a crime to just throw in some competitive multiplayer that's meant to be played a handful of times with friends instead of being the next e-sport?

ampersandrew,
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The last EA game I bought was Jedi: Fallen Order for $4, and I still felt ripped off, because EA adds a mandatory online connection check to every game they release now, including Immortals.

ampersandrew,
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So like Rainbow Six 1-3's mission planning mode?

ampersandrew,
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When a company like this catastrophically fails and Baldur's Gate 3 or Palworld do gangbusters, that signals to others who also want to make money what they should be making in order to make money. Where the money does go, like a Larian or a Pocket Pair, now has profit to spend on growing their studios and making more of what actually works. They end up hiring the talent that was let go. Not all of them; this is less efficient than if the first studio that imploded had instead made something that the market actually wanted, but this is not a situation so dire that the industry will feel it for decades like you say. New studios form all the time from mismanaged large companies that lay people off after making bad bets.

ampersandrew,
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Best of luck. But yes, there's a good chance your scope is too large, so definitely start small.

ampersandrew, (edited )
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No, this is the reality. The likes of Activision, EA, Ubisoft, and Take Two rule the industry by market cap, but that's because their games notably sell to the type of person who only buys a few video games per year at most. If they utterly dominated the material reality of the industry, how on earth could Baldur's Gate 3 or Palworld even happen? How could Hades or No Man's Sky, made by former EA devs, happen? Your view of reality is quite overly pessimistic. How can you even measure some of the claims you're making?

ampersandrew,
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You slipped in an edit while I was responding, and I think the gist of it is that you and I fundamentally don't agree, especially not the hyperbolic flourish you used. I think you'll continue to see plenty of great games come out in the next decades, because people still want to buy games and other people still want to make them.

ampersandrew,
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There will continue to be games to play because people will continue to make them. A bad experience in one place leads to a new studio designed not to repeat it.

ampersandrew,
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Don't let them turn an objectively bad thing into good press.

ampersandrew,
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It's getting bad press from reviewers who didn't enjoy it for 10 hours as well.

ampersandrew,
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Live service games really did a number on people. Why does it matter if people stop playing Palworld between now and when those new people they hire can produce the things they're hired for?

ampersandrew, (edited )
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I finally finished Pillars of Eternity. I've got lots of criticisms for it, but mostly I really enjoyed it. I do wish there was less combat and that there were more opportunities to talk your way out of combat, for instance. The combat is very good, but there's so much of it that you can easily get decision fatigue. I'm going to take a slight break from Pillars of Eternity before I start the sequel.

So I moved on to replaying Planescape: Torment instead. I last played it about 12 years ago, and there's a good amount of it I've forgotten since then, but at the time I felt it was the best writing I'd seen in games to date. As poorly aged as it was then, even on the enhanced edition now, it's perhaps aged even worse now, so I'm not sure if I'll finish replaying it this time, but we'll see. At least it's not particularly long.

My friends and I are continuing our co-op playthrough of Quake II since we don't live in a timeline where we've got a plethora of modern FPS games to play instead; not the traditional campaign variety, at the very least. The indie scene is mostly replicating Doom/Quake 1 sorts of games, and Quake II is surprisingly much more modern in its design...at least when you use the compass built in to the remaster.

EDIT: Changed my mind. Moved on to Pillars 2. There are already a lot of great improvements.

ampersandrew,
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I also played the original Zelda via emulation, but the physical game came with a map that makes the game much more feasible to get through on your own. Once I had that, I was golden.

ampersandrew,
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It exists in at least the enhanced editions of Baldur's Gate 1 and 2, and I'm told the first Dragon Age had this too. Though to be honest, even with the ability to script AI behavior, I'll likely end up just setting tons of conditions for auto-pausing like I usually do in RTWP games so that I can decide what to do for each character whenever some condition in the battle changes.

ampersandrew,
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Gotcha. Is that in the game, or would I have to modify it externally?

ampersandrew,
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I'll give it a look. Thanks.

ampersandrew,
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Yup. I think this is it, but you might find better scans elsewhere. It doesn't tell you everything, but it shows you most of the map and labels the first handful of dungeons. Even knowing where the first dungeon is is such a huge help, because then you get a new checkpoint when you die, and once you beat the dungeon, you get an extra heart container.

ampersandrew,
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To be fair, the rumor isn't that Microsoft is getting rid of consoles. The rumor is that they're making decisions that will, in a handful of years' time, almost certainly result of getting rid of their consoles.

ampersandrew,
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If Xbox disappears and leaves only PlayStation at that tier, I think it's more likely we're looking at the end of consoles altogether in as little as 15 years.

ampersandrew,
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Latency is enough of a thing that even a child raised on it will recognize the benefits of running the game locally, not to mention mods and other privileges that come with having a local copy of a game.

ampersandrew,
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Sony will hold on to that kicking and screaming, because once they're just selling a PC, they lose money for each third party game sold, and they lose PS+ revenue.

ampersandrew,
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The distinction is that they're making a decision that will likely result in not making consoles anymore. It's like how governments don't decide to increase traffic; they decide to expand freeways to more lanes, but the only thing that can come from that is that they increased traffic. They think they're solving a problem, but they're actually, usually, making it worse by those actions that we have a historical record for how they play out.

ampersandrew,
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People always talk about this being physical versus digital, but I'd say this is about DRM. Physical media decays. DRM-free games can be perfectly copied over and over again, and it comes with the bonus of not taking up space in my apartment. If a game requires a server to connect to or stream from, that's often just a fancy form of DRM.

Who, in your opinion, is the most annoying character in any game?

Personally, it’s Faith from Farcry 5 for me. Uninteresting dialog that can be summed up to “I was bullied once” and that’s it. Literally every other character is so much more interesting. Jacob gives you a sequence where you run through a gulag which he then uses against you, John tries to kill you and is openly hateful...

ampersandrew,
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I thought they were both delightful, but neither's storyline had the emotional payoff that something like Shadowheart's or Karlach's had.

ampersandrew,
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Factorio's a great one for this, as is RimWorld, but specifically on the modes where there's no combat in the former and "base builder" difficulty on the latter. Lately, Palworld has been filling this slot for me. Just build stuff, occasionally tackle enemies, and listen to podcasts while you do it.

ampersandrew,
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Which is funny, because they're not built to last.

ampersandrew,
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Nah, demos largely disappeared because they not only took a bunch of resources to make but also had a far better chance of convincing you not to buy a game than to buy it, especially if you had other means of marketing it. Many people even enjoyed the demo but felt that they got their fill and therefore didn't want to keep playing, or maybe they didn't want anything out of the game beyond what the demo offered.

ampersandrew,
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Note what kinds of games populate the Next Fest. Mostly games without any other form of marketing. Anecdotally, I found four demos that interested me, and all four convinced me not to to bother keeping up with the game as it gets closer to release. EEDAR, later absorbed by NPD, the combined entity of which is now known as Circana, works with lots of big developers and publishers and found a correlation with demos losing sales. In later analysis of demos, devs found that you could (a) convince someone to buy the game, (b) convince someone that they don't like the game, (c) give someone everything they wanted from the game, where they don't want to play any more, or (d) give someone everything that they wanted from the game, where they don't need any more than what the demo provides. Note that 3 out of those 4 don't result in a sale. A trailer tended to be much better marketing material. Of course, your mileage may vary if the game's loop or selling point is hard to articulate, but in most cases, seeing someone else have a good time with a game is going to be more likely to convince you to buy a game than if you had a demo where you might not understand its appeal. It's why games are built around how well they present on Twitch these days.

Microsoft Planning Starfield Launch for PS5 | Game Mess Mornings 02/05/24 (also other Microsoft games heading multiplatform) (www.youtube.com) angielski

This show is an aggregator of news stories normally, sometimes with original reporting from Jeff Grubb. In today's edition, Grubb brought in stories reporting that Starfield and Indiana Jones are in Microsoft's talks for PlayStation releases, with Indiana Jones being looked at for some time down the road after initial launch....

ampersandrew,
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Update from Phil Spencer on Twitter:

We're listening and we hear you. We've been planning a business update event for next week, where we look forward to sharing more details with you about our vision for the future of Xbox. Stay tuned.

ampersandrew,
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Dread Delusion was one of the best games I've played at PAX. I was bummed to see it launch into early access, but I guess they needed funding in a hurry. I'm definitely going to pick it up once it's done.

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