So basically “Valve discovered a gold mine by selling you so many games” and “it’s your fault for spendijg money on games”. Yeah wait wut? As if it’s someone’s fault that so many games are getting released. Also ending with “beware, not every customer is a die-hard fan”. Wow.
Go crack the F2P business model next, Sherlock.
Point taken. Still, I think designing the game around positive things like team work and rewarding experiences is important.
I can’t see why server side solutions won’t work when implemented properly. High ping? Just provide more servers and allow players to filter that out or do that automatically.
another player to try an compete with Steam
Here is the mistake. It does not trying to compete. It only tries to catch as many fish in its bucket as possible, while leveraging (burning) Fortnite money.
It’s a wasted effort, and it will never come close to Steam like this. It may even die along with Fortnite, or degrade further.
That sounds like a “look someone managed to pull that off so it’s definitely possible” argument. In other words “you can enter the collectable creatures scene by spending that amount of effort”. And it shouldn’t be that way. The price in effort shouldn’t be that high.
Actually, it should be the customers who decide if your product is worth the effort of playing it. There are a lot of rehashed games in various genres (e.g. horrors, walking simulators) and wee see no issue with them even though they are using exactly same mechanics, or sometimes even assets. What matters is users’ reception. If users think your product is worth it - it means you spent enough effort already. If your product would be a low effort creation users wouldn’t spend money on it in the first place.
I’m sure if Cassette Beasts could accumulate that kind of playerbase and profits, Nintendo would’ve sued them too.
I just assume that as long as everyone is fine with derivations produced by AI (text, pics, music), all derivations that don’t look exactly like original Pokemon are fine (also real people put some effort into those). Palworld compared to Pokemon is a much better product than, say, Fifa XX compared to Fifa XX-1. Also Pokemon series is notorious for useless editions of the same games masked as separate products - that level of rehashing feels much more illegal to me.
I’m pro competition. However a lot of people are deceived into thinking Epic is a competitor to Valve. They do not deliver similar levels of value and service.
Price competition is silly in digital marketplace, where you know any product can go on sale randomly at a very high discount. Thinking “I’ll buy it here now because it’s 30% cheaper, cool” sounds like a recipe for selling your loyalty, for cheap. Though in reality it would never really be 30%, so you’re aiming to sell yourself even cheaper.
Price parity is pro consumer. This is what consumer cares about. What they shouldn’t care about is developers’ revenue split because it doesn’t affect them.
No one would be selling on Epic for a lower “discount-like” price, even if it would be allowed. This notion was never about “hey dev, get your users a cheaper price”, it was always about “hey dev, get yourself more revenue if you choose our platform” (a lie too though since Epic is simply not a good selling platform). Else, you would have seen cheaper games amongst those Epic exclusives that never hit other stores.
About that RAM argument, Steam includes Chromium that can consume up to 1.5 or even 2 GB for some people depending on circumstances (I checked myself when I had the Deck, it used 1.5 in desktop mode). I assume the OS on Switch is much more optimized. I wish Valve switched to something else, something more native.
but anything built on top of web engines is going to be a little dogshit on native platforms.
Hard disagree on “little”.
Software designed for “native first” experiences like Flutter aren’t as popular in web dev because they work on that same, but reversed, assumption of a local disk being your source.
Popularity should not be dictated by what web devs prefer. As long as they build for desktop, I won’t pardon excessive resource usage. And I’m not talking about Flutter. Better performance oriented frameworks exist, see sciter.
Developers have full control over servers in most cases. A viable server side anti cheat should be a thing. For every case of “client sending false data to server” we can come up with a solution to verify that to some degree. Finally, it should help a lot to rely on player generated reports and utilize replay recording on server.
But no, developers will continue to rely on 3rd party solutions (made by people who never developed a game), even infect their co-op-only games with it, and complain “uh oh we can’t handle Linux cheaters”.
What’s more interesting is that DRM developers don’t have enough experience with game development. They have no idea how the game code should really work for everyone to not be affected by something that is injected inside (and they are injecting a lot - some executables get inflated by more than 1 gb I think).
Steam getting better isn’t linked to anyone becoming a billionaire. That sentiment sounds like people can’t stop looking for things to blame Valve for.
Is it too difficult to accept that every single company failed in competing with Steam? I’d say they didn’t even try their best (especially Epic). Must’ve assumed that just serving a website with a web app is all they needed to get as rich as Gabe.
Aims to provide realistic lighting and everything
Named “Unreal”