Katana314

joined 1 year ago
[–] Katana314@lemmy.world 13 points 9 hours ago

I’ve heard this often, but most of the games I see people consume live updates for weren’t initially planned to get such constant updates.

Ex: Dead by Daylight. Released as dumb party horror game with low shelf life. Now on its 8th plus year. Fortnite: Epic’s base building game that pivoted to follow the battle royale trend, then ten other trends. DOTA 2: First released as a Warcraft map. GTA V: First released as a singleplayer game before tons of expansion went into online. Same with Minecraft.

It just doesn’t make sense to pour $500M into something before everyone agrees it’s a fun idea. There’s obviously nothing gained in planning out the “constant content cycle” before a game’s first public release.

[–] Katana314@lemmy.world 3 points 9 hours ago (1 children)

Reminds me of many “The reason why Call of Duty sucks” arguments I heard as a kid.

Like, my own tastes agree with you. But you don’t bring that argument into game industry discussion because fact is, the game is doing very well financially and obviously many players disagree with you. So you have to take that data, and work back to decide what the logical conclusion is.

[–] Katana314@lemmy.world 1 points 15 hours ago

There’s still a bit of market force, but it comes in the form of other game developers.

Imagine you went to the grocery store, and saw Hardin McCombsky’s Super-Premium Dry Seasoned Cheese was $1000 a wedge. How ridiculous! How do they expect us to pay that much for that cheese?

Only…Shaw’s Bargain Dry Cheese is $4. And it’s not the same thing - but it’s still pretty good.

Basically, this kind of thing works out in many other industries. Sometimes on rare occasion, one producer makes things MUCH better than competitors and can demand a much higher price because no one else comes close.

To give a more game-relevant example, BattleBit is $15 and compared favorably to Battlefield. In other cases where there’s no competitor and the developer hasn’t lowered their price for sales, it may be because they’re confident they did good work and made a good game. Factorio is famous for this.

[–] Katana314@lemmy.world 4 points 15 hours ago (1 children)

As well as OP’s problems getting dud keys, I would warn that key resellers often contribute to the pickpocketing industry.

Tourist gets lost in Indonesia, kid grabs his wallet. In the time between then and when the tourist calls their bank, the kid buys as many legitimate keys of Game XYZ as he can using the tourist’s credit card, and sells them to G2A.

The bank refunds the fraudulent transactions, but even if the key retailer (eg, Greenmangaming) reports the transactions to the game dev, the dev is often pressured to not revoke the keys since it just leads to poor press off later customers that believe themselves “legitimate” for spending money on the game.

Sites like isthereanydeal.com give more legitimate tracking info and avoid key-sharing sites; the copies sold were obtained directly from publishers. They can also give price history to give you an idea of whether the game will go on sale again soon.

[–] Katana314@lemmy.world 1 points 1 day ago

It also might make sense that they don't want to give details about exactly when people are successfully prosecuted, so they don't give a new guideline of how to skirt around the rules.

I recall Valve has effectively acted the same way about anti-cheat; they tend not to go into detail about how some new release works, and will silently collect data on who they know to be cheaters for a long time.

[–] Katana314@lemmy.world 21 points 1 day ago

Right, but this only works if you have DuckDuckGo set as your search engine.

[–] Katana314@lemmy.world 62 points 1 day ago (1 children)

Remember, folks: Microsoft kept these people, and fired the ones who made Hi-Fi Rush.

That, alone, was my signal the entire console was going to slowly burn down.

[–] Katana314@lemmy.world 2 points 1 day ago

That seems to be the most specific issue the article is citing.

Maybe their firing wave hit too many departments.

[–] Katana314@lemmy.world 24 points 2 days ago (3 children)

From what I understand, things like squeezing through walls were supposed to go away with the PS5. But, Ragnarok is still available on PS4 to cater to mass audiences, so they need that extra bit of time for loading.

Ironically, one game that’s handled open worlds a bit better is on a console less capable of handling them. Breath of the Wild uses it to promote exploring towards vantage points and then interesting sights.

Sea of Thieves does something similar. You start a session, and want treasure, so you take a basic and boring assignment with a treasure map. BUT, you spy a bunch of interesting happenings throughout the ocean and beaches on your way, and so your adventure becomes more complex. Coming across those at random feels a lot more fun than picking them as a targeted assignment on an objective board.

To be fair, even if the open world is not well used, it can provide a sense of connection for the world. It can be more fun than just having a mission select screen.

[–] Katana314@lemmy.world 15 points 2 days ago (4 children)

I’m always surprised Ubisoft gets so much flak when other developers are doing much the same thing.

That said, my main annoyance with Tsushima is: You’re not a hero. 99% of side quests end with the people you were helping ending up dead, and possibly some other nameless NPCs rescued. It just feels tragic.

It’s a perpetual issue where it’s easier to code in 20 more enemies than 2 or 3 more innocent, living people to have conversations with.

[–] Katana314@lemmy.world 4 points 2 days ago (1 children)

I feel like the anime art style can make women of any age look pretty cute - which makes it hard for me to understand why they choose to make all of their combat-experienced, leader-professionals just entering high school or even earlier.

Dana is some sort of friggin leader-priest, and hasn’t even hit puberty. Japan is so weird sometimes.

[–] Katana314@lemmy.world 4 points 3 days ago (1 children)

I sometimes understand the annoyance of poor content, but in Lemmy that’s a motivator to go put up better content.

 

This might be a slightly unusual attempt at a prompt, but might draw some appealing unusual options.

The way it goes: Suggest games, ideally the kind that you believe would have relatively broad appeal. Don't feel bad about downvotes, but do downvote any game that's suggested if you have heard of it before (Perhaps, give some special treatment if it was literally your game of the year). This rule is meant to encourage people to post the indie darlings that took some unusual attention and discovery to be aware of and appreciate.

If possible, link to the Steam pages for the games in question, so that anyone interested can quickly take a look at screenshots and reviews. And, as a general tip, anything with over 1000 steam reviews probably doesn't belong here. While I'd recommend that you only suggest one game per post, at the very most limit it to three.

If I am incorrect about downvotes being inconsequential account-wide, say so and it might be possible to work out a different system.

 

Sales follow the tradition of supply and demand. Products come out at their highest price because of expectations and hype. Then, as interest wanes, the publisher continues to make some sales by reducing price to tempt the less interested parties.

But this isn't the formula for all games. While we might agree that games from 2000 or even 2010 are "showing their age", at this point 5 to 8-year-old games are less and less likely to be seen as 'too old' by comparison to hot releases. Some publishers have picked up on that theme, and doubled down on the commitment to the idea that their games have high longevity and appeal; making the most of their capitalistic venture for better or worse.

I recently was reminded of an indie game I had put on my wishlist several years back, but never ended up buying because it simply had never gone on sale - but looking at it now, not only did it maintain extremely positive user reviews, I also saw that its lowest all-time price was barely a few dollars off of its original price.

In the AAA space, the easiest place to see this happening is with Nintendo. Anyone hoping to buy an old Legend of Zelda game for cheap will often be disappointed - the company is so insistent on its quality, they pretty much never give price reductions. And, with some occasional exceptions, their claims tend to be proven right.

In the indie space, the most prominent example of this practice is Factorio, a popular factory-building game that has continued receiving updates, and has even had its base price increased from its original (complete with a warning announcement, encouraging people to purchase at its lower price while it's still available).

Developers deserve to make a buck, and personally I can't say I've ever seen this practice negatively. Continuing to charge $25 for a good game, years after it came out, speaks to confidence in a product (even if most of us are annoyed at AAA games now costing $70). I sort of came to this realization from doing some accounting to find that I'd likely spent over $100 a year on game "bundles" that usually contain trashy games I'm liable to spend less than a few hours in.

For those without any discussion comments, what games on Steam or elsewhere have you enjoyed that you've never seen get the free advertising of a "40% off sale"?

 

We get a lot of sequels in the gaming world, and a common criticism is when a series isn't really innovating enough. We're given an open world game that takes 40 hours, with DLC stretching it out 20 more, and see a sequel releasing that cut out it's late 30 hours because players were already getting bored.

Meanwhile, there's some other types of games where any addition in the form of "It's just more levels in the series" is perfectly satisfying. Often, this is a hard measure to replicate since these types of series often demand the creators are very inventive and detailed with their content - this likely wouldn't be a matter of rearranging tiles in a level editor to present a very slightly different situation.

What I've often seen is that such games will add incredibly small, insignificant "New Gameplay Features" just so they have something to put on the back of the box, but that tend to be easily forgotten in standard play (yet, the game as a whole still ends up being fun).

The specific series that come to mind for me with "Level-driven games" are:

Hitman - the way the levels are made naturally necessitates some creativity both from the level makers to come up with unique foibles and weaknesses to each target, and from the players to discover both the intended and unintended methods of elimination.
Ace Attorney - While they series has come up with various magical/unusual methods for pointing out contradictions in court, the appeal is still in the mysteries themselves, and it's never needed much beyond the basic gameplay, and the incredibly detailed and well-animated characters to hook people in.
Half-Life - For its time, anyway. While its Episodes certainly made efforts to present new features, quite often the star of Half-Life games isn't really in any core features or gameplay mechanics, but in the inventive designs of its levels, tied in with a penchant for environmental storytelling; making you feel the world was more than an arrangement of blocks and paths. For a long time, the wait for Valve-made episodes was alleviated with modder-made levels hoping to approach the inventive qualities of the original games.
Yakuza - While the series has undergone a major overhaul moving to JRPG combat mode, for 6+ games it satisfied a simple formula: Dramatic stories driven by cutscenes, as well as a huge variety of mini quests, of boundless variety and very low logic. For many of their games, they weren't doing a whole lot to re-contextualize their core gameplay, being fisticuffs combat, and it still worked out well (plus, they're continuing to go that route for games like Kiryu's last game)

To open up discussion, and put the question as simply as I can: Which games do you follow, that you wish could be eternally supported by their devs, by simply continuing to release new "level packs" or their functional equivalent, with no need to revamp gameplay formulas?

 

Boston has always been a confusing city for transit. Recently, in an effort to improve the Somerville region of the city, the construction group extending the green line completed work on a walking and biking path that follows the green line's tracks, connecting the Magoun Square area, through to the new stations at Gilman Square, East Somerville, and Lechmere.

The most significant part of the new extension is that it takes pedestrians and cyclists past two major obstacles of the area; the MacGrath Highway, a four-lane road with high-speed traffic, scant crossings, and a history of cyclist deaths, and the "Inner Belt" area, a network of blocked-off rail tracks for the railways coming from North Station.

The community path's new end destination at Lechmere takes pathgoers through Cambridge Crossing, a rising center that runs many outdoor events, through to connections that take people across the Charles River Dam into downtown, or through North Point Park and the pedestrian North Bank Bridge to reach Charlestown and the Navy Shipyard.

 

When it snows in Boston, I know it tends not to last very long, so I go out to take a lot of pictures on a morning walk. These are from January. Click the link for about 30 more pictures, through Somerville and Cambridge Crossing!

https://1drv.ms/a/s!AiBHtlx4uQqpkJxIc10TZ747csbOPw?e=AiWyjg

 

I ended up picking out Tunic as my Game of the Year, when at first it only seemed like a mild Zelda-like. There’s certainly other trashy games out there I’ve enjoyed, such as Neoverse, a deck-building Roguelike (no longer on there anymore), Rune Factory, Battletoads.

Someday I’ll gather a 4p crowd to play some of the couch games, which are relatively few on Game Pass but generally pretty decent. I think a lot of people would be up for Halo splitscreen.

view more: next ›