























this is a troll post rightVal the Moofia Boss wrote: ↑ June 11th, 2024, 22:59Japanese art generally depicts what is good and beautiful. The West does not.
No, but this is


Ninja Theory's fate depends on results of a survey. A survey that's so big, filling it takes almost as much time as there was gameplay in hellblade.Microsoft newsletter wrote:"We want your feedback! As part of our desire to hear more from our players, you've been selected to take part in a survey about Senua's Saga: Hellblade II. The survey should only take about 40 minutes, and any feedback you have is extremely valuable. The survey will remain open until the response limit has been reached"

Lack of proper tools to make anything more substantial or add any new worldspaces, lack of tools to make new animations or insert new dialogue etc. There's one guy that has enough knowledge to make quests, and even those are extremely limited.
Cyberpunk 2077 modding is what a game looks like when the majority of content creators are women and/or porn-addicted ******.nyxnyx wrote: ↑ June 14th, 2024, 08:01are modding tools really that bad that coomer bait and occasional vehicle is the best we can get these days, or is the game simply a ****** magnet?
wndrbr wrote: ↑ June 14th, 2024, 07:52Ninja Theory's fate depends on results of a survey. A survey that's so big, filling it takes almost as much time as there was gameplay in hellblade.Microsoft newsletter wrote:"We want your feedback! As part of our desire to hear more from our players, you've been selected to take part in a survey about Senua's Saga: Hellblade II. The survey should only take about 40 minutes, and any feedback you have is extremely valuable. The survey will remain open until the response limit has been reached"
I'm seeing this mistake more and more.
I think the problem is that Western AAA studios have become bloated with inefficiency. You hear stories about games being stuck in development hell as design keeps spinning its wheels never giving the greenlit for a go ahead, or keeps tossing out stuff that is in development for their new idea of the week. And ofcourse, it's easier for inept employees to survive in such a large environment when the boss has to keep track of so many things, so you have vampires sucking up the budget not doing anything. And the sad thing is, you don't need a budget of hundreds of millions of dollars and 10 years of development to make good looking games with lots of content. Look at Nihon Falcom, a JRPG developer with 60 employees who release a 100 hour long JRPG every year. With tight management, it's possible to make good games on time and on budget and without a huge list of major bugs like in almost every Western AAA release.KnightoftheWind wrote: ↑ June 17th, 2024, 05:25Apparently Bungie's game, "Myth: The Fallen Lords", sold around 350,000 copies back in 1997 for PC/Mac and that made them over seven times their budget. Now, a game selling 2 million copies is considered disappointing. Funny how both Hollywood and the video game industry followed the same path at a similar timeframe. Just as Hollywood **** were pumping in hundreds of millions of dollars on a tiny handful of films, so too are video game companies pumping in hundreds of millions on a select few games. But you only pay once to see a slop movie, slop games often "coerce" you into spending hundreds on cosmetics.
The problem of bloat needs to be solved first, before anything else. We need to see dramatic cutbacks on staff across the board, and I think Sony will have it the worst. I can't imagine how much they've spent on something like Concord, but I'd wager they stand to lose a minimum of $50 Million. And that's being very conservative, it's probably around $100 Million.
Without Xbox, there would have been something else. You also can't blame them for the mobile push including microtransactions, loot boxes, etc. All that is a natural consequence of gaming becoming more popular. To be in a better place, gaming would have needed to remain a weird niche hobby for basement dwellers.Rand wrote: ↑ June 17th, 2024, 05:57The problem is the console wars. Specifically when Xbox launched in 2001.
Playstation vs. Xbox is perverting gaming production.
If there had been no Xbox, games would be in a much better place.
PC would dominate and because Sony and Nintendo are largely going after different market segments there is no issue that causes competitive development there.
Even successful games like Spider-Man 2 barely broke even. Modern AAA slop costs as much as a Hollywood big budget movie, and needs to make nearly as much to see a return.KnightoftheWind wrote: ↑ June 17th, 2024, 05:25but I'd wager they stand to lose a minimum of $50 Million. And that's being very conservative, it's probably around $100 Million
Nihon Falcom's games are not graphically sophisticated though, and it's clear they reuse a lot of assets (which is fine I suppose). As long as modern gaming demands hyper-detailed visuals, development teams will never be below 100 people. Even in 2012, I recall hearing that Resident Evil 6 had a development team of '600 people' all spread out across different divisions, in different countries. I can't imagine how many people are employed nowadays, and even then the problem of outsourcing has gotten a lot worse. Pajeetfield being the most recent example.Val the Moofia Boss wrote: ↑ June 17th, 2024, 05:47I think the problem is that Western AAA studios have become bloated with inefficiency. You hear stories about games being stuck in development hell as design keeps spinning its wheels never giving the greenlit for a go ahead, or keeps tossing out stuff that is in development for their new idea of the week. And ofcourse, it's easier for inept employees to survive in such a large environment when the boss has to keep track of so many things, so you have vampires sucking up the budget not doing anything. And the sad thing is, you don't need a budget of hundreds of millions of dollars and 10 years of development to make good looking games with lots of content. Look at Nihon Falcom, a JRPG developer with 60 employees who release a 100 hour long JRPG every year. With tight management, it's possible to make good games on time and on budget and without a huge list of major bugs like in almost every Western AAA release.KnightoftheWind wrote: ↑ June 17th, 2024, 05:25Apparently Bungie's game, "Myth: The Fallen Lords", sold around 350,000 copies back in 1997 for PC/Mac and that made them over seven times their budget. Now, a game selling 2 million copies is considered disappointing. Funny how both Hollywood and the video game industry followed the same path at a similar timeframe. Just as Hollywood **** were pumping in hundreds of millions of dollars on a tiny handful of films, so too are video game companies pumping in hundreds of millions on a select few games. But you only pay once to see a slop movie, slop games often "coerce" you into spending hundreds on cosmetics.
The problem of bloat needs to be solved first, before anything else. We need to see dramatic cutbacks on staff across the board, and I think Sony will have it the worst. I can't imagine how much they've spent on something like Concord, but I'd wager they stand to lose a minimum of $50 Million. And that's being very conservative, it's probably around $100 Million.
There's a reason AAA is almost dead, the ROI is low and there's a significant risk factor. Most publishers switched from a handful of AAA developers to a factory of middle-budget developers.gerey wrote: ↑ June 17th, 2024, 08:06Even successful games like Spider-Man 2 barely broke even. Modern AAA slop costs as much as a Hollywood big budget movie, and needs to make nearly as much to see a return.KnightoftheWind wrote: ↑ June 17th, 2024, 05:25but I'd wager they stand to lose a minimum of $50 Million. And that's being very conservative, it's probably around $100 Million
It's not only that, there also has to be some systematic management errors. Telltale had 400 employees at their peak, releasing 8-10h walking simulators using their own engine. Sure, they released games much quicker than AAA. But when they were already half dead and Tales of the Borderlands had disappointing sales they moved essentially the whole company towards TWD in a last effort to save them. Only a skeleton crew of I think of 5? devs remained. Yet, they managed to produce some of the best/better episodes of their entire catalogue.KnightoftheWind wrote: ↑ June 17th, 2024, 08:12Nihon Falcom's games are not graphically sophisticated though, and it's clear they reuse a lot of assets (which is fine I suppose). As long as modern gaming demands hyper-detailed visuals, development teams will never be below 100 people. Even in 2012, I recall hearing that Resident Evil 6 had a development team of '600 people' all spread out across different divisions, in different countries. I can't imagine how many people are employed nowadays, and even then the problem of outsourcing has gotten a lot worse. Pajeetfield being the most recent example.Val the Moofia Boss wrote: ↑ June 17th, 2024, 05:47I think the problem is that Western AAA studios have become bloated with inefficiency. You hear stories about games being stuck in development hell as design keeps spinning its wheels never giving the greenlit for a go ahead, or keeps tossing out stuff that is in development for their new idea of the week. And ofcourse, it's easier for inept employees to survive in such a large environment when the boss has to keep track of so many things, so you have vampires sucking up the budget not doing anything. And the sad thing is, you don't need a budget of hundreds of millions of dollars and 10 years of development to make good looking games with lots of content. Look at Nihon Falcom, a JRPG developer with 60 employees who release a 100 hour long JRPG every year. With tight management, it's possible to make good games on time and on budget and without a huge list of major bugs like in almost every Western AAA release.KnightoftheWind wrote: ↑ June 17th, 2024, 05:25Apparently Bungie's game, "Myth: The Fallen Lords", sold around 350,000 copies back in 1997 for PC/Mac and that made them over seven times their budget. Now, a game selling 2 million copies is considered disappointing. Funny how both Hollywood and the video game industry followed the same path at a similar timeframe. Just as Hollywood **** were pumping in hundreds of millions of dollars on a tiny handful of films, so too are video game companies pumping in hundreds of millions on a select few games. But you only pay once to see a slop movie, slop games often "coerce" you into spending hundreds on cosmetics.
The problem of bloat needs to be solved first, before anything else. We need to see dramatic cutbacks on staff across the board, and I think Sony will have it the worst. I can't imagine how much they've spent on something like Concord, but I'd wager they stand to lose a minimum of $50 Million. And that's being very conservative, it's probably around $100 Million.
Speaking of smaller teams, Team Asobi has "only" 60 staff yet the reveal for their first major title, Astro Bot, looks great. It's Sony's best effort yet at competing with the likes of Mario, with a lot of the same visual aesthetics present. It looks great, and is slated to be a major success relative to whatever budget it was given. Best of all, there isn't a hint of any ESG/DEI to be found. Just a silly robot going on an adventure.1998 wrote: ↑ June 17th, 2024, 13:26It's not only that, there also has to be some systematic management errors. Telltale had 400 employees at their peak, releasing 8-10h walking simulators using their own engine. Sure, they released games much quicker than AAA. But when they were already half dead and Tales of the Borderlands had disappointing sales they moved essentially the whole company towards TWD in a last effort to save them. Only a skeleton crew of I think of 5? devs remained. Yet, they managed to produce some of the best/better episodes of their entire catalogue.KnightoftheWind wrote: ↑ June 17th, 2024, 08:12Nihon Falcom's games are not graphically sophisticated though, and it's clear they reuse a lot of assets (which is fine I suppose). As long as modern gaming demands hyper-detailed visuals, development teams will never be below 100 people. Even in 2012, I recall hearing that Resident Evil 6 had a development team of '600 people' all spread out across different divisions, in different countries. I can't imagine how many people are employed nowadays, and even then the problem of outsourcing has gotten a lot worse. Pajeetfield being the most recent example.Val the Moofia Boss wrote: ↑ June 17th, 2024, 05:47
I think the problem is that Western AAA studios have become bloated with inefficiency. You hear stories about games being stuck in development hell as design keeps spinning its wheels never giving the greenlit for a go ahead, or keeps tossing out stuff that is in development for their new idea of the week. And ofcourse, it's easier for inept employees to survive in such a large environment when the boss has to keep track of so many things, so you have vampires sucking up the budget not doing anything. And the sad thing is, you don't need a budget of hundreds of millions of dollars and 10 years of development to make good looking games with lots of content. Look at Nihon Falcom, a JRPG developer with 60 employees who release a 100 hour long JRPG every year. With tight management, it's possible to make good games on time and on budget and without a huge list of major bugs like in almost every Western AAA release.
Or another anecdote from Dan Vavra, how he met a NuDoom developer on some conference and he proudly proclaimed he was responsible to design a whole weapon for some boss.
No game, not even a Ubi AAAA game, need or benefit of those gigantic teams.
Call of Duty 5 (what you call "Modern Warfare 2") was already a steep decline over Call of Duty 4 due to the removal of the leaning ability. Or so I heard, only played Call of Duty 4, read they were removing leaning for the sequel, never played it.KnightoftheWind wrote: ↑ June 17th, 2024, 08:12Why play the latest Call of Duty when the original Modern Warfare 2 is just as good if not better?
Hard disagree.1998 wrote: ↑ June 17th, 2024, 06:51Without Xbox, there would have been something else.Rand wrote: ↑ June 17th, 2024, 05:57The problem is the console wars. Specifically when Xbox launched in 2001.
Playstation vs. Xbox is perverting gaming production.
If there had been no Xbox, games would be in a much better place.
PC would dominate and because Sony and Nintendo are largely going after different market segments there is no issue that causes competitive development there.
But they were not exactly trailblazing. Yes, they wanted to have some of that PS pie, but the reason XBox got launched, was because gaming as a whole was getting more popular by the day. Without MS you would still have the same number of gamers today, and with that the same amount of bs going on.Rand wrote: ↑ June 17th, 2024, 16:37Hard disagree.1998 wrote: ↑ June 17th, 2024, 06:51Without Xbox, there would have been something else.Rand wrote: ↑ June 17th, 2024, 05:57The problem is the console wars. Specifically when Xbox launched in 2001.
Playstation vs. Xbox is perverting gaming production.
If there had been no Xbox, games would be in a much better place.
PC would dominate and because Sony and Nintendo are largely going after different market segments there is no issue that causes competitive development there.
Playstation was becoming totally dominant along with PC in different lanes until the greedy fucktard vermin at Microsoft decided to make their ****** pseudo PC that crossed them and did a **** job at either.
They sunk hundreds of millions into trying to take over completely and sold their hardware at a loss every single generation until even today.
They perverted games development because of their trash hardware and made PC gaming worse.