NerdShamer
kiwifarms.net
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- Aug 21, 2018
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I think they can. But writing a lousy short story and making semi-interactive illustrations for it is not the way to do this. I don't even know why people bother to buy and refund walking sims when they can watch a non-commentary walkthrough and all they'll miss is pressing W to move forward.These are the kind of people that are created when society entertains the idea that games can be high art.
The problem I have with $1=1h is this: I really love those old point and click adventures (and some new point and click adventures). Being stuck on a puzzle is a part of the experience so there is no objective way to measure how long a game in the genre is.If I pay $8 for some game, but am able to complete it under the 2 hours with no replayability then damn right I'm refunding that shit.
I think they can. But writing a lousy short story and making semi-interactive illustrations for it is not the way to do this.
I think Pathologic 2 does this well. Story is good enough to make you care about what's going on. And then gameplay comes in and makes you fail, and feel miserable because you failed. It's not that you can't succeed but the system is slightly rigged against you - too little time, too little resources, too many things to do. And yet unlike in, say, Telltale games, the choices you make, successes, failures and sacrifices feel organic, integrated into the world.Every game that I can think of that has made me actually stop and think or feel something has typically been something that was very much a game first and the story came secondary.
The problem with $X=Xh is that developers pad their mediocre games with boring tedious filler so that Jimmy who saved up his allowance on the game doesn't feel like he got a bad deal since he's too young to understand a metric other than "how many hours did I waste on this?"The problem I have with $1=1h is this:
Wagies want their money's worth.I just don't see the point of trying to compete in the "hours" economy in the modern video game market.
I'd like to see those current numbers, because anecdotally, my friends are all playing "old" games. Payday 2, Factorio, Ark, Stardew Valley, Final Fantasy 14. Even normie games are things like Among Us and Fortnite. Most, if not all of those games are being updated with new content, so maybe they don't count.I don't know the current numbers but the rule of thumb for publishers used to be that 80% of the lifetime sales could be expected in the first two weeks of launch. This type of thinking can still be seen, if the price of a game is dumped shortly after release it's because it underperformed during the launch window.
In conclusion, who play games at launch? The overwhelming majority.
I think it is safe to say that the indies themselves are also beyond saving, if the mediocre shovelware and overreacting devs are of any concern.Anytime I see an indie dev whine and make the rounds on gaming websires I observe with extreme suspicion. I have learned to do so evee since I saw indieshits whine about greenlight (because getting people to vote for your game was too hard), then its removal (now everyone is putting trash on steam and nobody will notice my indie game!) And lastly whined about the 30% cut steam takes and how great epic games store is for offering better rates.
Not to mention the whole thing with indie awards and the like which is controlled by a circlejerk of assholes won't even nominate your game if you are not part of their group or how said circlejerk was secretly friends with game journos who put out great reviews.
Tldr: don't trust indies whenever their sob stories make the news
No offense, but it sounds to me like you've exposed your brain to the Twitter, /v/, resetera cloud. That's not the real market for video games.But think of games like RE8, Arkham Knight and The Last of Us 2. There the launch window will tell the publisher if the game did good
What? Who is the real market for video games in your opinion? Because if you ask me it's regular people, they make up 98% of the people playing and buying games. They also like hype, that's why so much is spent on marketing and build-up to release.No offense, but it sounds to me like you've exposed your brain to the Twitter, /v/, resetera cloud. That's not the real market for video games.
Yeah, people who walk in the game store and buy games. Or do so digitally on their couch. Most of them don't give a shit about online chatter.What? Who is the real market for video games in your opinion? Because if you ask me it's regular people, they make up 98% of the people playing and buying games.
Yeah two notoriously bad games. One a new IP, another a new installment into a RPG universe that had emded 5 years ago. As far as I know Andromeda sold alright, too.Just look back at Anthem or Andromeda and how quickly they dropped the price on those because it didn't hit the projected sales target,
By what standard? Pallets of unsold copies were dumped in goodwill, making it the modern day equivalent of burying unsold ET carts in a landfill. The sequels and DLC were cancelled (rip season pass owners).As far as I know Andromeda sold alright, too.
there's a bit of a difference, someone pouring their heart into something but falls short due to ability or circumstances isn't anywhere near LOOK AT MY PRETENTIOUS ART PIECE YOU JUST DON'T GET IT NOW PAY ME!!!. sure it sucks but the difference is the mindset behind it, even a bland corporate "product" game is less egregious since it's clear they just want your money (and these days they can't even manage to do that, just look at the whole saints row debacle).I don't think indie creators will ever understand that just because they made something doesn't mean it's the best shit ever that deserves popularity and money.
That'll just end up being a magnet for no-effort shovelware. Then again maybe a containment category would help clean up the rest of the storefront.Maybe create a "Steam Shorts" category with a different length for returns? Basically "if you open it you bought it" but cap the price at one or two bucks?