I meant as in, I as a player don’t need to be able to make changes that dramatically alter the game world in which I am playing and alter the story beats that I’ll hit.
I don’t like having to make a decision that may lock off entire areas or missions in the game. I no longer have time to devote a replay of a 60 hour game so that I can experience a different story line.
Otherwise, yes. The stakes the character faces in the story don’t always need to be “save the world.”
Personally, I am playing the game to enjoy the story of the character I am playing as. Not to play as me and make my own personal decisions.
I want a corridor. It means they actually have to tell a story. Open worlds are too often mostly a large collection of lore for you to slowly read and tease out. But world building and lore doesn’t make a game. For many of us, it’s about the journey and story. I don’t need to make world changing decisions when I’m playing “hero.” I want to know heros story with all its cliches and tropes. Give me puzzles to solve, challenges to overcome, and entertaining gameplay instead “choose your own adventure.” It’s like the industry collectively decided that player agency, open worlds, and having options that changed how the story went somehow is what made a game good.
Network Analyzer can do it.
https://play.google.com/store/apps/details?id=net.techet.netanalyzer.an
Not every game needs story altering decisions. I have been feeling too much fatigue in games personally where I just want to play a game and not feel anxious that if I do or don’t select some specific option I’ll have parts of the game locked off. I also don’t want to reply a 60+ hour game as new game plus to access extra content. I don’t have that kind of free time.
So give me a game with a well written story and let me play the game elements and not worry about the story parts.
I can’t stand the competitiveness now. Like, I know I suck and I’ll never be good because quick reactions aren’t my jam.
I still want to play every now and then, but since I play infrequently I really need something with a very simple mechanic. 30 characters to pick from is overwhelming and I can’t learn how to level up and pick a character build during the 10 minute matches and I’m not going to study builds before I play games casually. And I feel bad when I’m trying to learn and I sink the team. Like who wants to be the one that causes a dozen other people to not have fun or get frustrated. Give me counterstrike. You get good guys or bad guys. Then a handful of guns in very specific categories.
I really like RPGs where I can take my time and learn the game. Where mechanics arent too crazy and where there is only one currency in the game.
I feel like it’s become too complicated to pick up some games now.
You’ve got normal gold, then some weird premium gold that you get at a much slower rate. And somehow a third currency that you can only buy.
There are hundreds of build paths, and somehow within the first 5 levels before you even know the game or whats good you have to make a decision and lock yourself out of half of them.
Each character has a gimmicky different way to level up or learn moves.
Then there are mini games, where you have to collect things or others where you now need to level up in a whole different way. And then lock out entire portions of the main game unless you spend a dozen hours playing a mini game that really isn’t that fun.
But I digress, I really like single player that at this point are pretty easy to get into and start having fun or experience the story right away.
“they don’t sell”
So why even try? No matter that there isn’t a similar game to even compare how well it sells to.
A good game, regardless of whether it’s in the current trend WILL sell.
If all you do is look at what is currently selling, you’ll miss the gaps where an entire group is waiting to spend their money should something good fill it.
You can have multiplayer influenced worlds and environments, enjoy seeing what others do and create in that world, without enjoying the partying up aspect. MMOs with competitive markets, faction influencing, or competing with players in general rather than direct conflicts.
One can enjoy the world building of MMOs without wanting to be a part of a guild or raid parties.
Back on the old iPhones (like iPhone 4)I used to create animated lock screens for jailbroken devices. I haven’t been able to do that in a long time on either Android or iPhone.
https://www.ios-repo-updates.com/repository/modmyi-com/package/com.modmyi.peterpanls/ https://www.ios-repo-updates.com/repository/modmyi-com/package/com.modmyi.snowfall/ https://www.reddit.com/r/iOSthemes/comments/1fiwn8/my_favourite_ls_gallifreyan_circles_has_been/
Everything is so sanitized and locked down now. Once they took that from me and I couldn’t have all my custom themes, I stopped caring about smartphones. I just want shit that works with the minimal leaked data now.
Has the distribution gone up though? If the quantity of games being sold has increased the companies are making just as much even though games are “cheaper.”
Imo. That’s the big argument in this debate that doesn’t get discussed. The reach has increased so prices could come down as more units are sold and the company would get the same amount of money.
Oh yea. Though I don’t feel that utilizing different public cloud options should incur significant additional development time, at least not if it was something they considered during the development of the game.
It can also go the opposite way, moving from cloud to on premise as things stabilize and they want the more stable, consistent costs decreasing opex and spending more capex and have done optimizations to better determine the hardware they need so they don’t over buy.
It’s entirely possible they have some private servers from the development of the game that they used cloud to augment.
No matter how it was architected, right now it’s primarily in a public cloud of some sort.
I don’t particularly like the either or approach. You can certainly spin up some minimum on local hardware. You have some up front capex but something that doesn’t have a fluctuating, expensive monthly opex bill.
You can then use cloud architecture to add capacity resources on demand and in different geographic locations. You can also utilize multiple cloud architectures to further add redundancy and cost optimization.
If you build out the scripts used to dynamically scale to also pull current pricing, you can have something that is both heavily redundant and somewhat cost effective. Sure it’s not like azure, AWS, Google cloud, or any other public cloud option changes their pricing that frequently, but it would give a good way to compare specifically in different regions.
For a game like this, building capacity and the ability to scale early was clearly more important than optimizations in the server code base. 500k/mo isn’t actually a lot to companies and it’s likely to go down as optimizations are implemented and popularity stabilizes.
Trademark only carries weight if they are in the same industry and there is a reasonable likelyhood of confusion that it’s official. They do not get a blank check on the phrase or initials GTA.
As there is no website at all, no confusion can be made. If there is a satirical site put up (i.e. falloutfirst.com) there again is no likelyhood of confusing it for the official site.
T2 can pound sand.
Yea. I feel it’s a little underpowered. But I’ve got retroarch on it. It’s nice to be able to easily get psp and psvita games on it. Even if half are psx ports.
It’s become my main gaming machine at the moment. But I’m not much of gamer.