this post was submitted on 04 Oct 2024
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[–] Grandwolf319@sh.itjust.works 7 points 10 hours ago* (last edited 10 hours ago)

I think it’s cause of envy. Every once in a while, a game comes that just seems to do a lot of things and become very very successful (like red dead and gta).

Then these other studios get FOMO and turn to a go big or go home attitude.

So what you end up with is this inflation of features when only a few devs can land a big game like that.

[–] Maggoty@lemmy.world 42 points 23 hours ago (5 children)

Star Citizen is in this picture. They added hunger and dehydration to a space exploration, cargo, and fighting game.

[–] setsneedtofeed@lemmy.world 15 points 20 hours ago (1 children)

Oh boy. Time for an 800 comment long flamewar about Star Citizen. I'm ready.

[–] Maggoty@lemmy.world 9 points 20 hours ago (1 children)

I'm proud to be the one to start the fire this time. To be clear I do really want a good game out of all this.

[–] setsneedtofeed@lemmy.world 10 points 20 hours ago (9 children)

Personally, I think Star Citizen is shallow and pedantic.

[–] BeardedGingerWonder@feddit.uk 1 points 8 hours ago (1 children)

It's just a scam though isn't it? 💣💣💣

[–] setsneedtofeed@lemmy.world 1 points 8 hours ago* (last edited 8 hours ago)

Its an educated wish.

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[–] beebarfbadger@lemmy.world 36 points 1 day ago

"Of course it was cost-intensive to program an engine that will render every single eyelash at a resolution that will require the player to buy an additional graphics card for each eyelash concurrently on-screen, but now we only need twelve and a half billion people to buy, no, what am I saying, to pre-order and pre-pay the Ultra-Super-Deluxe-Collector's Edition and we'll start to turn a profit."

  • current AAA gaming
[–] RightHandOfIkaros@lemmy.world 39 points 1 day ago (15 children)

And development teams are too big. No game should realistically be having 500+ people working on it. That's too many people, too big a ship to steer fast enough for the changes that happen in game development. Even the biggest games have done very well with teams of 250 or less, including all staff that work on the game, how about development studios pay attention to that?

[–] Moah@lemmy.blahaj.zone 3 points 20 hours ago (1 children)

I once worked on a dance game that officially had a team of 400

[–] Echo5@lemmy.world 2 points 9 hours ago

How did that go

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[–] ampersandrew@lemmy.world 46 points 1 day ago (2 children)

Games got bigger to their own detriment. Halo and Gears of War are open world games now, and they're worse off for it. Assassin's Creed games used to be under 20 hours, and now they're over 45. Not every game is worse for being longer, as two of my favorite games in the past couple of years are over 100 hours long, clocking in at three times the length of their predecessors, but it's much easier to keep a game fun for 8-15 hours than it is for some multiple of that, and it makes the game more expensive to make, raising the threshold for success.

[–] intensely_human@lemm.ee -1 points 9 hours ago (1 children)

Halo as an open world is fucking awesome. I love Infinite.

The next step, in terms of budget and computing power required, which I eagerly await, is a massively multiplayer co-op Halo:

  • open universe
  • Humanity versus Covenant
  • massively co-op
  • 10,000+ humans in perpetual battle against endless Covenant invasion

That’s probably gonna require billion dollar budgets and quantum computers to pull off, but it’s coming. And I can’t fucking wait.

[–] Evotech@lemmy.world 2 points 9 hours ago (1 children)

Planetside already exists. Just do that and scale up to more planets

[–] intensely_human@lemm.ee 0 points 4 hours ago (1 children)
[–] Cethin@lemmy.zip 1 points 3 hours ago

You think Planetside blows and you're asking for Planetside. That's odd. What don't you like about it? It's probably a symptom of what you're asking for.

(Also, you don't really seem to know what you're talking about anyway, because quantum computers aren't super powerful computers or something. They're like a GPU. They're specialized processors that are better at a few specific tasks. Binary CPUs are still probably always going to be what's used for most computation.)

[–] fishos@lemmy.world 12 points 23 hours ago* (last edited 23 hours ago) (3 children)

Unpopular opinion: open world ruined Zelda. I thought I'd love the concept. But actually give it to me? Ughhh.... Spend forever doing side quests because you don't know if the equipment will only be good now or if youll need it down the road.... No real guidance so you can end up just meandering around.....

I liked the more structured narrative. Don't get me wrong - it's cool to play Link and just do whatever you want. But for a story game, a more defined linear path is more engaging imo.

[–] CookieOfFortune@lemmy.world 5 points 9 hours ago (1 children)

Wasn’t Zelda always open world? LttP was about as open world as they come back in the day?

[–] fishos@lemmy.world 2 points 8 hours ago (1 children)

Open world while still needing to go through the temples in a certain order. Various gadgets were required to progress, but crafty players often got around this. Pokemon would also be called "open world", but could you just walk up to the Elite 4 from the beginning? Nope, had to get them badges first.

There's "open to exploration" open world and "here's a giant map, go wild"(a la Fallout/Skyrim). I prefered a Zelda with more guidance. Even Wind Waker, arguably the most open world, still had a progression the game tried to keep you on.

[–] CookieOfFortune@lemmy.world 0 points 4 hours ago (1 children)

Yeah so today there’s more of a spectrum. Back in the 80s and 90s there were far fewer choices.

I get what you mean though, just wanted to point out it’s more complicated to judge older games by new standards. Eg. if Zelda were a new franchise it might just be a fully open world from the get go.

[–] fishos@lemmy.world 2 points 4 hours ago

How is saying it's not the same game mechanics "judging it by different standards"? That right there is the problem: this idea that everything modern is better. Not everything needs all the same features tacked on.

[–] SuperSaiyanSwag@lemmy.zip 2 points 12 hours ago (1 children)

BotW and TotK are some of my favorite games of all time, but I really do hope we get another big dungeons focused game in the future.

[–] fishos@lemmy.world 0 points 10 hours ago (2 children)

To me, they would be perfect games if they weren't Zelda. That is to say, they are great games, just not what I expect from a Zelda game. Something I'd expect from Bethesda moreso(style, not gameplay lmao).

I feel like Wind Waker was the right balance between freedom and linear story.

[–] SuperSaiyanSwag@lemmy.zip 2 points 8 hours ago

They used og Zelda as an inspiration for it

[–] Evotech@lemmy.world 1 points 9 hours ago

Just pretend it's not a Zelda game then

[–] Semjaza@lemmynsfw.com 3 points 20 hours ago (1 children)

For me it took away the joy of the puzzles and building on a theme that the older Zeldas did.

I've not played TotK so maybe it brings back more of the dungeon feel from the older ones that I enjoyed, but I don't have huge amounts of time for gaming these days.

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[–] Wahots@pawb.social 17 points 1 day ago (4 children)

Single player games with a good story and fun replayability are what I'm after. Or co-op. Occasionally, a fun multiplayer with a risky, innovative design like Lethal Company.

If a game requires me to collect 100 goddamn feathers, or press X 20 times to "survive" a heavily scripted encounter, you are doing your game wrong. Look at Black Mesa, look at Subnatica. Look at the games that took risks like Lethal Company or Elite Dangerous. You don't have to appeal to everyone. You have to tell a story well, and the gameplay should be unique and interesting. Larian understood that with Divinity 2, and made improvements to both story and gameplay in BG3.

[–] intensely_human@lemm.ee 1 points 9 hours ago

Good story and fun replayability (to me that means branching story paths and discoverability) is tough to combine. I’m hopeful for generative AI’s ability to make good stories that are also unique. Real, in depth dialogue that stays in character, AI directors for new story paths, that kind of thing.

[–] setsneedtofeed@lemmy.world 4 points 20 hours ago (1 children)

Unfortunately the good taste of people who actively comment about games often has only slight overlap with what makes money.

Three of the top ten US game earners in 2024 were yearly sports game rehashes. One of the top ten games was Call Of Duty. One was Fortnite.

These are money making machines. We can argue and beg and plead all we want. There is a huge mass of gamers out there was simply don't care, and who will continue to buy formulaic rehashes and microtransaction infested treadmills.

The AAA publishers are not in it for the art. Look at AA and indie if you want games that are willing to appeal to a niche. I'm talking to you and everyone else reading this because this might actually have an effect. Saying what AAA publishers and developers should do is pointless, not like they will ever read it.

[–] intensely_human@lemm.ee 1 points 9 hours ago (1 children)

“What makes money” is always relative to how much it costs to make though.

I would argue the market for every kind of game is expanding. There’s a bigger market for Tetris now than there was in 1987, in terms of actual economic resources that could go into making Tetris profitably.

The Tetris market is a smaller percentage share of the overall gaming market, but in absolute terms it’s more money than it was in 1987.

That’s my suspicion at least.

Then the challenge is connecting that market slice with the dev shop that wants to serve that market slice. Which isn’t trivial. But I think it’s worth keeping in mind.

Every market is getting bigger, based on at least these four factors:

  • More cultural acceptance of gaming
  • Higher percentage of humanity achieving economic status where leisure becomes relevant
  • Proliferation of technology to greater portion of humanity
  • Expansion of human population

All markets are growing.

Heck, the market for COBOL programmers is larger today than ever before. That’s really interesting if you think about it.

[–] setsneedtofeed@lemmy.world 1 points 9 hours ago

“What makes money” is always relative to how much it costs to make though.

Season passes, microtransactions, and DLCs. Additionally creating brand recognition among the masses along with flashy trailers. These are all reasons that AAA behemoths are still banked on to make huge net profits.

Sometimes these massive games fail and lose money in spectacular ways, but it happens a lot less than us enlightened good taste gamers would like to imagine. Money gets shoveled into creatively safe massive games because they usually make a huge profit. I love say, Wasteland 2, but that game probably has made less money in its entire life than the newest Fifa game made in a week.

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