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ampersandrew

@ampersandrew@lemmy.world

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

ampersandrew,
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After the fight they had to put up for Activision, it will likely be a while.

ampersandrew,
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The industry historically hasn’t shrunk when studios close like this. There just ends up being more bespoke studios all over the world with former developers from those studios.

Perfect Dark Reboot Is Allegedly In Bad Shape (www.gamespot.com) angielski

I don’t think big companies know how to make a good FPS campaign anymore, let alone hone in on classic deathmatch multiplayer. The last FPS I bought was Half-Life: Alyx four years ago, and the first one to come along and interest me since then was Phantom Fury, but I’m letting that one iron out bugs for a few weeks before I...

ampersandrew,
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I can think of plenty of games with writing I’ve really enjoyed in recent years, not the least of which is Baldur’s Gate 3 just last year, but FPSes in particular are in one of only a few genres where I haven’t been well served lately.

ampersandrew,
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I would not agree with that, no. First because I’d say mechanics are almost always the most important part anyway, and also because I’ve probably come across more stories that have held my interest in recent years than I did 25 years ago. Stories were pretty basic back then, more often than not. In fact, these days, I’ve been carried through mediocre gameplay by well-told stories more than a few times, and I don’t think that ever happened 25 years ago.

ampersandrew,
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But what wasn’t happening back then was prestige TV pulling the top Hollywood talent to streaming platforms for a gold rush.

ampersandrew,
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Not exactly, but I have found a taste for loot games lately, so maybe someday I’ll get around to that one. It still wouldn’t scratch the same itch though.

ampersandrew,
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You can now.

ampersandrew,
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$35 is a deal breaker? Your financial situation is your financial situation, but compared to the rest of the industry, this is cheap.

ampersandrew,
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This game and the two you mentioned require what I would consider to be a very liberal definition of “indie”.

ampersandrew,
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It peaked today at just shy of 100k concurrent players following its successful early access period, with about 70k reviews, both of which are indicators that it’s selling extremely well, as well as taking the #4 spot on the top sellers list on Steam.

ampersandrew,
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Fortunately there are enough people who value them more than you, because most games, even moderately budgeted ones, wouldn’t be able to sustain themselves at that price.

ampersandrew,
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Let’s say that including benefits, a developer’s salary is about $100k. Maybe a small team of 8 people worked on a game like The Thaumaturge for 3 years. Before you even factor in contract work like voice acting, that would put the development budget at $2.4M. If the game cost $20, they’d have to sell about 120k copies to break even on that investment, which is far from guaranteed. By pricing the game at $35, their break even point is nearly half of that. This is a moderately budgeted game, not a AAA game with microtransactions.

Even an experienced team like Mimimi games, who made smart development choices by iterating on what they built before to keep costs down, releasing critical successes several times in a row, ended up closing down because the money coming in was too tight. Their games ranged from $30-$50 and had every sale, bundle, giveaway, and promotional opportunity you could think of.

ampersandrew,
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I’m sorry that you don’t enjoy video games enough to pay $30 for most of the good ones, but I hope one day you can sit down with a calculator and realize why it must be that way.

ampersandrew,
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Currently, mine just says it can’t connect to Steamworks and gets no further. Anyone else having that issue? I would expect the game to fall back to offline mode at least, but even with Steam in offline mode, I get the same error.

ampersandrew, (edited )
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I’ll let you know how the controller support is once the game lets me past the title screen, but it’s supposedly got it now.

EDIT: Got in to the game and poked around menus. Some dropdowns don’t appear to be selectable by controller, so hopefully they patch that.

ampersandrew,
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Don’t worry, they kept BGS intact making mediocre-to-bad-but-still-lucrative games.

ampersandrew,
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So Redfall was set up to fail, and you make those people fall on the sword, and then Hi-Fi Rush is a game people clearly want more of and could have stood to cost more than $30, and you let those people go too instead of hitting the ground running on a sequel? What is wrong with you, Microsoft?

ampersandrew,
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Being after well received titles is congruent with their Game Pass strategy. Being after as much money as possible would mean they probably should have charged more than $30 for one of the best games of the year.

ampersandrew,
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I’d expect a capitalist to iterate on a thing people liked, which is cheaper than what it cost to make it the first time, to make and sell more of it.

ampersandrew,
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Bethesda Game Studios, whose most recent releases were Fallout 4, Fallout 76, and Starfield.

ampersandrew,
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I think my expectations are pretty damn low, and Microsoft is still coming in below them. Moves this dumb are actively against their best interests.

ampersandrew,
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It highlights the crucial flaw with Tekken for me: you have to just memorize how to defend everything your opponents can do to you rather than being able to intuit it on the fly. Which moves hit high/medium/low/overhead or track horizontally? There’s no language to it; it’s just done on a per move basis for balancing reasons, which means it would take me forever to get to the part where I actually get to think and play the game. This string, mashing 3, has highs, mediums, and lows all built in, plus it low profiles some counter attacks from opponents. This bot would beat me, too.

ampersandrew,
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Slow mo and zoom only happens in Tekken 7 and 8 when each opponent has a move coming out that could potentially end the round.

ampersandrew,
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If a little extra jiggle was crucial to the vision, then I’d say they need a better vision, but that’s just me. The commentary I heard around this case in particular is that ratings boards around the world impose a ton of different criteria, and getting around all of them is no easy feat, so that could be to blame.

ampersandrew,
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The sex cards in the first Witcher were particularly egregious. One of them is a woman who sleeps with you as a reward for saving her from being raped.

ampersandrew,
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Why does this response just feel like it’s a restatement of what people already have the right to without addressing if they’re taking any action or not? Their mobile phone example even remains usable, whereas a lot of these games do not.

ampersandrew,
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The campaign is not about getting source code. Though it’s sort of the ultimate way to preserve a game, it’s too high a bar to clear, and in most cases, it’s not even necessary.

ampersandrew,
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You’d have to change how the laws for all of software work to make that a reality, not just video games. And all that’s technically needed to make games work after support ends is a distributed server binary and a change to a client config file to point to it. The engines that games are built on are often not open source, so you’d change the entire business model of the likes of Unity and Unreal (Unreal’s source is available to developers but not “open”). Sometimes source code can even get lost, because it’s not strictly required, just in the way that computers work, to come attached to a compiled executable. The world would be a better place if all video games were open source, and I don’t think open source games are at odds with making a healthy profit (as Doom illustrates), but I think you’d have an insurmountable task of making the entire industry agree to it, as well as a certain amount of the consumer base that drinks the PR kool aid about why games need to stay closed source.

ampersandrew,
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The effect that open sourcing a game would have on cheaters is basically propaganda as far as I’m concerned. Cheating has not and will not be defeated by making a game closed source or even installing rootkits on players’ machines. However, open sourcing a game isn’t necessary to keep it alive after sunsetting it either.

ampersandrew,
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The only kind of cheats you can use on a game like that would be aimbot or wallhacks. But both of those can often be detected using anti-cheat software which acts like a rootkit. So a combination is most often used.

I’d hardly call that defeating cheating, and a rootkit anticheat, while overstepping boundaries in what is acceptable to be done on your own PC, still can’t detect those cheats powered by external hardware, including aimbots. The difference in results between a closed source game with this server authoritative design and an open source one is moot. It’s a bad excuse. It doesn’t mean I’m going to fight too hard for all games to go open source when there are way bigger fish to fry though.

ampersandrew,
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I’m not in the UK, but it’s incredibly hard for me to make an informed purchase as someone who cares about this stuff. My latest strategy is to use the PC Gaming Wiki, because I can’t even rely on store pages on GOG or Steam to paint a full or accurate picture of what I’m buying. Often times I need to hope the developer responds to particular Steam forum posts.

ampersandrew,
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But not that the multiplayer will. It’s often times impossible to discern from what’s on the store page.

ampersandrew,
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Rumor has it that Yuzu and all of its derivatives violated the DMCA in a way that Ryujinx did not, in that Yuzu was allegedly developed inappropriately using proprietary information from Switch SDKs, where Ryujinx is doing it legit via “clean room” reverse engineering. So Ryujinx is likely safe, but anything using Yuzu code is legally poison.

ampersandrew,
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We know the answers to this. First, we got Half-Life: Alyx, which is a phenomenal Half-Life game that happens to be a VR game. Slight spoilers, but to say that Half-Life 3 is promised at the end of that game is an understatement.

Second, if you’ve already played Alyx, Keighley put out The Final Hours of Half-Life: Alyx, which has a full timeline of everything they worked on since Portal 2, including cancelled games. One of those games was Half-Life 3. It would have been a game with procedurally generated levels interspersed with static set pieces, which sounds similar to a single player version of that game The Crossing they were working on. If you ask me, that design makes plenty of sense for putting a bow on a series with a time- and space-hopping protagonist in a series that always ends with cliffhangers. It didn’t come together though, so it got cancelled.

Alyx was put together in part because letting all of their employees dictate their own projects was not getting the same results that it used to, so there was a bit more direction with the project than Valve had had in the years prior.

ampersandrew,
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The real problem is that you can’t create content fast enough to reach the cadence that you’d want with episodic content. Even a lot of TV shows have shifted away from predictable scheduling since Valve tried this experiment (and TV, largely, got better since then too).

ampersandrew,
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And I think they’re likely done taking those deals after this.

ampersandrew,
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We’ve seen a lot of the variant that’s left to the imagination over the years, and I think this more explicit interpretation is pretty badass.

ampersandrew,
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The roster they launched with was pretty robust even without him. Personally, after how shoto-heavy past rosters have been, I hope Akuma is the last one, unless they add Dan years from now.

ampersandrew,
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Judging by how Sony is doing even though they clearly “won” with the PS5, it looks like consoles as we know them are not long for this world, and that seems to be the idea Microsoft is pivoting around.

ampersandrew,
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I think signs are pointing toward that being their plan.

ampersandrew,
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They tried and failed to get people to pay for Xbox Live on PC. I’m surprised they still charge for it on consoles.

Lars Wingefors on why Embracer is going away, and what happens next [gamesindustry.biz] (www.gamesindustry.biz) angielski

For those who missed it, Embracer is split into three new publicly-traded companies, Asmodee Group (focused on board games) and two tentatively-named groups comprising their video game business. Wingefors, the CEO, and still (I believe) majority share holder of these three new companies, doesn’t do many interviews....

ampersandrew,
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It sucks that I don’t trust this game to be playable offline. I’m also not a fan of hitstun decay, but at least there were a few points in this video where there appeared to be tech traps; if you’re going to have hitstun decay, it needs to keep the other player engaged too, rather than just holding a button and waiting for your opponent to maybe screw up.

ampersandrew,
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In the Paradox case, nothing is live, and they aren’t pretending it’s a service. They just put goods out at a rapid clip that you choose to buy or not. That’s why live service games are always online. If Paradox counts, then so do board games, and that’s absurd.

ampersandrew,
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I think your last paragraph highlights exactly how I figured it would work. If you couldn’t provide the servers when you ran out of money, it would show you weren’t complying with the law when you built it. Remember, online multiplayer games existed for a long time without requiring the use of company servers. The Game Awards’ multiplayer game of the year last year is playable via direct IP connection and LAN. Nightingale requires a connection to official servers and was slammed in reviews for not offering the ability for customers to run them themselves like most of Nightingale’s competitors do.

ampersandrew,
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Great. It should come at great risk to build a product for customers that’s designed to self-destruct. It reduces the number of multiplayer games that we’ll be able to play in a decade. Even bad games should be playable indefinitely, but plenty of these are very good games that simply go through the natural ebb and flow of popularity. The solution is to allow me to host the server, connect to a host directly via IP, play over LAN (which means VPNs work too), etc. If you haven’t seen the Accursed Farms video, the root of this campaign, you should watch that. He sets the bar pretty low just so we have the absolute minimum. The go-to example for this is The Crew for the purposes of this campaign.

And honestly, I’m pretty regularly on the side of free market, let people do what they want with their money, but even if this didn’t bother me because of what this means for preserving the history of an art form, it’s become extraordinarily difficult for me, the consumer, to even know what I’m buying. Games with online requirements often hide it in fine print italics in the Steam page; in the case of games like Palworld, that disclaimer is actually wrong, and you can play offline just fine. Games with LAN often don’t advertise it on the list of features, and I have to either ask an existing owner of the game about it or hope the developer answers my question in the Steam forums. We need consumer protections for this stuff codified into law.

ampersandrew,
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My second paragraph is mostly solved by the first paragraph. If every game lives forever, guaranteed by law, then I hardly have to care, but mostly I was stressing that there’s not even a free market solution to this problem. The point of this campaign is to give us these rights, because it’s truly stupid that we’ve gotten away without having them. Perhaps with the right legal challenge in the right country, it will be seen to already violate some consumer protection law currently on the books. That’s one of the things we’re hoping for, and this campaign is our best shot. I’d strongly encourage you to follow whatever steps on the web site you’re able to based on where you live and/or whether or not you own a copy of The Crew.

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