It's frightfully early in the year to be bustling, but I can't get enough of the crowded streets of ancient "Chinese-st…
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237d

Yeah, I’m… skeptical, to say the least. I don’t think any of these sprawling, massively-scoped “everything games” have ever actually lived up to the hype. It’s a problem of pure logistics. Making a game with so many different segments each with entirely unique gameplay loops is essentially like developing more than half a dozen games at once. It’s the problem Spore had - the scope was just too broad, and even with EA and Will Wright behind it, it eventually released as a pretty decent creature creator stapled to four shallow, rushed game stages.

No studio has the resources or inclination to commit to the 10-15+ year development cycle for a single game needed to fit that much scope, and even if they did, the entire game design landscape would have changed between the beginning and the end of the project, which would make major technical and design components of the game obsolete before it was even finished.

I’d put money on this game either becoming vaporware or releasing as a chaotic, disjointed mess with the depth of a puddle. I’d love to see them prove me wrong, but I just don’t see how anyone could overcome those kinds of logistical hurdles.

Wrath of the Righteous does it pretty good. The only sub game in the game that kinda sucks is the strategy game for the giant wars toward the end, and it’s more due to the fact that it’s not super robust; it’s just the bare minimum needed for that style of play.

Really that’s the most common flaw I see with “everything games;” they spend too much time putting everything in, but it’s never as fleshed out as it would have been if they focused entirely on one aspect.

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13d

Wait, Will Wright worked on Spore?? Wow TIL

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2d

Yeah, he led the design. The whole thing was his brainchild, iirc.

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87d

I loved what Spore was, and I’m still sad and what it could have been. What we saw at the various shows.

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67d

The first hour or so of Spore was great. I played that three times and then never touched it again.

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47d

I think keeping it in an isometric perspective helps to simplify things a lot. The mechanics wouldn’t have to be as immersive and it should allow for more freedom for things to change depending on the player’s preferences. I’m still skeptical but at least it seems they’re going in a reasonable direction.

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