Personally I would not call Immortals of Aveum an AAA game. 😅

And I mean, that’s maybe where the problems lie. This game is all jank and all generics, with no specific thing to present except “OMG LOOK AT OUR GRAPHICS!!!”. Which are also pretty unoptimized, so you end up with:

  • Only a tiny tiny fraction of players can even play it.
  • Then, the game is utterly generic. Despite how it might look to someone not knowing about it, DOOM 2016 and Eternal are quite unique games and have a very well-designed gameplay flow that even differs divisively between the two.
  • The writing is horrible and would make even an MCU movie/series writer question their decisions in life.
  • The magic is still just guns with replaced graphics. They didn’t lean into the very premise of the game at all. And all they had to do is play Lichdom Battlemage from 2014 to get some ideas and that game already struggled with the concept. But at least it pulled it off.

Can’t really say I’m surprised the game flopped hard. But unlike the dev I would call the underlying idea solid, just not anything about the execution.

  • raptir@lemdro.id
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    9 months ago

    Why does a game cost that much to make? I’m not saying every game should be an indie, but given what indies can accomplish it’s a little ridiculous to spend $125 million.

    • dylanTheDeveloper@lemmy.world
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      9 months ago

      Well you see managers need to be paid more than everyone else and theirs lots of managers. Plus headcount is in the hundreds to pump out all the features and art assets within a few years

    • Carighan Maconar@lemmy.worldOP
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      9 months ago

      If I had to guess, texture quality and graphical fidelity is really high, plus this was one of the first games to run in UE5. A mix of extreme amounts of manhours invested into graphics coupled with slow progress due to having to get used to everything.

      And rampant corruption at EA, I bet. 40 million marketing my ass, the game barely had any marketing!

      • dylanTheDeveloper@lemmy.world
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        9 months ago

        Also Unreal Engine has 24/7 support from the engineers at epic through Unreal Development Network which costs quite a bit of money.

      • Paradachshund@lemmy.today
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        9 months ago

        You’re right about all that.

        Marketing and payroll are always the two biggest, and yes they can get to those numbers easily at AAA scale. AAA games are as big of productions as big budget movies these days. Hundreds of people involved. Graphics of that level are also extremely expensive and time consuming. Everything has to be motion captured, and the fidelity just takes a long time. Every single piece of trash on the ground has to have a full PBR material stack.

        With graphics it’s kind of an exponential thing. The closer you get to absolute realism the more time it takes exponentially. That’s why so many indies are embracing retro graphics these days. It lets you spend a lot more time on the gameplay and content. AAAs are expected to look this good as a baseline, and that already pigeon holes a lot of design choices with the deadlines they’re working with. A truly innovative game that looks AAA quality would take more years to make than these studios are willing to devote to them.

        And finally there’s the marketing. Mainstream casual gamers, which are who these companies are usually targeting, is the most expensive group to market to by a long shot. They can really only be reached by huge marketing campaigns on TV, social media, and physical signage. Those types of campaigns can easily get into the millions. They’re also probably spending a large amount on having influencers play the game on stream. The big guys I’m sure cost hundreds of thousands, though I have no idea the actual numbers.

      • space@lemmy.dbzer0.com
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        9 months ago

        Wait, didn’t EA had their in-house engine Frostbite? They botched Mass Effect Andromeda because they moved from UE to frostbite (not the only reason) .

        • Carighan Maconar@lemmy.worldOP
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          9 months ago

          Yeah and for a while it was mandated to be used for ~everything IIRC but after years of struggling to retain programmers and designers they finally relented on that mandate.

  • kingthrillgore@lemmy.ml
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    9 months ago

    Not at that price point, of course. Ultrakill has a sub 2 million USD budget, its one of the most critically praised games on Steam, and its not even finished yet. I can’t look up Steamcharts at work but I have good reason to believe its more than made back its production budget.

    Live service games are starting to turn into a very expensive scam and if you can’t make a good single player game, you need to cut costs somewhere. AAA production budgets are just too huge and the product isn’t good.

    • HobbitFoot @thelemmy.club
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      9 months ago

      But that’s a problem with a lot of AAA developers. You can’t make a AAA game that isn’t a Skinner box for a price that players will pay.

      • NIB@lemmy.world
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        9 months ago

        God of War? Elder Ring? Baldur’s Gate? Spiderman? Last of Us? Super Mario? Zelda? Red Dead Redemption? Cyberpunk?

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    9 months ago

    I tried the demo, it has a lot of problems outside of it being a AAA single player shooter. The “magic” system is just reskinned guns, the story is nonsensical at times, and the movement is stiff and slow. It’s like they never play tested the game and just said it was done one day. That’s not even mentioning the almost ten minute walk around the city at the beginning doing nothing but following what I will assume is a non critical character to the plot.

    • Decoy321@lemmy.world
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      9 months ago

      They cleaned a lot of that up, at least on the console version I played. And that character ends up being quite critical to the plot. You also revisit that city later in the game, so that intro serves to establish the setting and starts the plot.

      • Defaced@lemmy.world
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        9 months ago

        My God they cleaned it up?! I can’t imagine it being a longer intro. The fact that you revisit the city later is just disappointing, that city was terrible in it’s design.

    • Katana314@lemmy.world
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      9 months ago

      I remember Half-Life 2 opening with a walk around a city, and it was so memorable to me. I guess in part because it was reliant on its own atmosphere, and still let the player be an interactive part of it rather than bound to a tight track.

    • FMT99@lemmy.world
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      9 months ago

      I think BG3 showed conclusively that no one will ever play single player games no matter how great they are. /s

    • Viking_Hippie@lemmy.world
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      9 months ago

      I get what you’re saying but FPS specifically are mostly played competitively, so a single player game in THAT specific genre in 2023 sounds like a very bad idea.

      Every other genre than FPS needs more games where you’re allowed to only play single player and use tons of mods if you want to without risking being locked out of playing, though.

      Fallout New Vegas, Baldurs Gate 3, Skyrim, The Outer Worlds and the older Bioware games are where it’s at for my favorite genre, to name a few examples.

      • flamingarms@feddit.uk
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        9 months ago

        I’m not sure that’s really true that you’re saying about single player FPS games being mostly competitive or that it’s a bad idea. See: Doom, Metro, Ghostwire, Dying Light, System Shock, people seem stoked for Space Marine, etc.

          • flamingarms@feddit.uk
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            9 months ago

            Props to you for using strikethrough instead of deleting in your edit so the context still makes sense. I think you bring up an interesting point about competitive fps games. I imagine companies structure their development similar to games-as-a-service because they are essentially two flavors of the same thing, right? I had never really considered whether the growth of the competitive scene was part of the drive towards GaaS and away from tight single player experiences.

            I think underlying all of this is that publishers want a guaranteed profit margin. That doesn’t exist in art, of course, but they still want it. And if that means choosing what they think is a safe bet, they’ll choose it. I think Bungie made GaaS look way easier than it actually is, and maybe the competitive scene contributed to that too. “Look at all the money these hero shooters are making, let’s get a piece of that pie.” Formulas just never quite work out that simply in real life.

      • vexikron@lemmy.zip
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        9 months ago

        Yep, nobody enjoyed playing through Half Life 1/2, or FEAR or Deus Ex, or the early Medal of Honor or Call of Duty campaigns, or the Doom series or Battlefield Bad Company or the Wolfenstein Series.

        Just because most modern popular FPSs are basically cartoony tf2/overwatch clones/derivatives and there are a lot of highly competitive multiplayer FPSs doesnt mean theres no market for a single player FPS.

        It means that making a single player FPS game these days is apparently too hard for modern game devs to figure out how to do.

  • rustydrd@sh.itjust.works
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    9 months ago

    The development cost was around $85 million, and I think EA kicked in $40 million for marketing and distribution.

    Apparently, $40 million doesn’t buy you much in today’s market, because I’ve literally never heard of this game until now.

    • Zahille7@lemmy.world
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      9 months ago

      I saw one YouTuber that I follow play it. It looked kinda interesting from his video, but he also has the same criticisms.

    • Decoy321@lemmy.world
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      9 months ago

      It was actually quite fun! I rented it off Gamefly and enjoyed it for about 30-40 hours. It’s basically an action-adventure shooter like Metroid. It’s a decent game, not groundbreaking, but definitely doesn’t deserve the hate people give it.

      • Joe Cool@lemmy.ml
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        9 months ago

        It has Denuvo, and runs like crap even on $1500 hardware.

        I don’t know what kind of sales they expected when they don’t test it on lower spec PCs.

        • noobdoomguy8658@feddit.de
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          9 months ago

          We should expect more of that with the upcoming UE5 titles. The devs that have devoted to releasing those seem to have very hard time optimising - they’ll likely expect us all to just own 4090s and still run their game with DLSS ultra performance or other fake frames.

          STALKER 2 will have the janky soul we expect from the series, but this mostly, mostly due to engine choice and apparent attempts to visually impress the player. Or the investors.

      • guacupado@lemmy.world
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        9 months ago

        but definitely doesn’t deserve the hate people give it.

        I don’t think it’s getting hate. I think it’s getting indifference because no one knows what it is.

        • DrQuint@lemmy.world
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          9 months ago

          Nah, I’ve seen hate. But mostly from people who hate Wesdon-Like quip writting and, well, women-haters who can’t handle the characters being ugly (and they are ugly, admittedly), so I just dismissed the hate.

      • Captain Poofter@lemmy.world
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        9 months ago

        Without any spoilers, i thought the overall message of the game was VERY anti-russia. But you really need both ends to get the full picture.

      • dylanTheDeveloper@lemmy.world
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        9 months ago

        There’s no propaganda, the studio is in Russia and the game was released shortly before the special military operation by coincidence. They wanted to release it on Defender of the Fatherland day since that’s a pretty patriotic day which fits the game pretty well but Putin also wanted to release revenge on that day so now it’s all muddled.

        I’ve played it and the game feels more like a parady similar to Fallout so if you count fallout as propaganda then Atomic Heart is also propaganda

          • Joe Cool@lemmy.ml
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            9 months ago

            Only bad thing really about it is Denuvo (properly implemented it doesn’t make the game run like garbage, but I still like to run my game whenever I want without online verification and excessive load times). I might buy it when it’s DRM free on GOG and discounted.

  • Cethin@lemmy.zip
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    9 months ago

    And I mean, that’s maybe where the problems lie. This game is all jank and all generics, with no specific thing to present except “OMG LOOK AT OUR GRAPHICS!!!”.

    This is exactly what AAA gaming is. Some guys in suits dictate projects to make money. There’s no passion behind them. They can’t do anything unique or interesting because it may not make money. They just make safe games, and they’re generic and boring as hell.

  • yamanii@lemmy.world
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    9 months ago

    It was flawed from the start, clearly people that love COD and magic aren’t that big of an intersection, also like people said already the magic acted more like guns and they had a pretty dumb system of calling it by their colors.

    Still looked fun though, but I would never pay the asking price for it.

  • Tarogar@feddit.de
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    9 months ago

    “potential customer hears about product for the first time after it’s announced a flop”

    I mean, a single player FPS… Oh it’s an EA game we are talking about! NEVERMIND.

  • FontMasterFlex@lemmy.world
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    9 months ago

    I think EA makes games like this to reinforce THEIR notion that single player games are dead so they can use that as leverage to make more “games as a service”. If they made things people actually wanted to play, they’d find that single player (yes even shooter) games are still just as popular as they ever were and poorly thought out, poorly executed, and poorly marketed games still suck.

    • dumpsterlid@lemmy.world
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      9 months ago

      The thing that we all keep missing about this is even though the reason EA sucks is because of late stage capitalism hollowing out everything for profit, doesn’t actually mean the choices the idiots with MBAs from Harvard or whatever running the company are actually making intelligent choices about profit.

      The system of capitalism actually perpetuates itself better when things periodically catastrophically fail since it keeps worker power from organizing, wipes out competitors that aren’t also massive corporations that can be easily colluded with, and provides a perfect backdrop for the rich to say “sorrrrrry it all broke again, guess we are the only ones that can fix it, so we will maybe take this chance to buy up more of the economy :) “.

      So yes in a very real way I think EA functions as much to devalue the labor of game developers, keep competition of smaller game development studios categorically unable to create products like EA, and serve as a vessel to ritualistically dissect smaller game companies so that companies like EA have an infinite, desperate workforce and consumers have no better choice for video games.

      That is the thing about ideologies, whether they have any connection to reality or not is actually not very important at all.

      • space@lemmy.dbzer0.com
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        9 months ago

        That’s why AAA+ is failing and indie games are getting better than ever. It’s insane how good the tools and engines have gotten. Making games had become much more accessible than ever.

      • ampersandrew@kbin.social
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        9 months ago

        When a company like this catastrophically fails and Baldur’s Gate 3 or Palworld do gangbusters, that signals to others who also want to make money what they should be making in order to make money. Where the money does go, like a Larian or a Pocket Pair, now has profit to spend on growing their studios and making more of what actually works. They end up hiring the talent that was let go. Not all of them; this is less efficient than if the first studio that imploded had instead made something that the market actually wanted, but this is not a situation so dire that the industry will feel it for decades like you say. New studios form all the time from mismanaged large companies that lay people off after making bad bets.

        • dumpsterlid@lemmy.world
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          9 months ago

          Look, you are describing a perfectly rational theory for how events could play out in a theoretical universe, but you are just stependously, horrifically wrong if you think this story corresponds to reality in a meaningful way.

          The truth is these companies have so much power (money) behind them that they don’t just keel over and die when they fail, they annihilate entire industries, catastrophically derail promising career trajectories for countless workers, structurally give themselves an impenetrable advantage with regulatory capture and most importantly utterly dominate the material reality of being a worker in that industry, even if the worker doesn’t work at the company.

          Look at Uber, remember years ago when Uber keeled over and died once it became apparent that Uber wasn’t profitable unless drivers are exploited to an extreme degree? Then all those workers went and worked for other ride sharing companies that ran more effective businesses and treated their employees more humanely… I remember in California, Uber could have blocked legislation that would have improved the lives of rideshare/gig workers immensely but they realized that the consequences of drivers and riders seeing Uber openly shit on their face and spend massive amounts of money to keep drivers from getting a tiny, measly amount more money and control over their work environment would spell utter disaster so they refrained. The wisdom of the market!

          Wait… the exact, precise opposite of all that happened while Uber ran for years at a massive loss as a venture capital superweapon ripping millions upon millions of dollars into a gaping black hole and completely devastating the taxi industry without providing a truly humane alternative for most workers in most cities.

          Do you really not understand what is happening right in front of you?

          • ampersandrew@kbin.social
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            9 months ago

            No, this is the reality. The likes of Activision, EA, Ubisoft, and Take Two rule the industry by market cap, but that’s because their games notable sell to the type of person who only buys a few video games per year at most. If they utterly dominated the material reality of the industry, how on earth could Baldur’s Gate 3 or Palworld even happen? How could Hades or No Man’s Sky, made by former EA devs, happen? Your view of reality is quite overly pessimistic. How can you even measure some of the claims you’re making?

            • dumpsterlid@lemmy.world
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              9 months ago

              How can you even measure some of the claims you’re making?

              I don’t know, my ideas are so wild and I am pulling them totally out of thin air. It isn’t like there is a massive amount of scholarly work on this topic, a pre-existing history of legal cases pertaining to these issues that have caused society defining laws to be passed in most major countries and many political movements that explicitly attempt to define and critique these processes at our fingertips on the internet waiting to educate and inform us.

              And you know, the funny thing is I really for once was feeling a little optimistic about this kind of material existing for me to read and educate myself with but I guess in this case my pessimism was well founded.

              • ampersandrew@kbin.social
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                9 months ago

                You slipped in an edit while I was responding, and I think the gist of it is that you and I fundamentally don’t agree, especially not the hyperbolic flourish you used. I think you’ll continue to see plenty of great games come out in the next decades, because people still want to buy games and other people still want to make them.

                • dumpsterlid@lemmy.world
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                  9 months ago

                  If you are only concerned about this from the perspective of having enough good games to keep you personally occupied and not a step further to the experience of human beings working in the industry (beyond the narrow range of game companies you directly buy from) that makes the art you love, then yes you and I fundamentally disagree and I would never want to be misconstrued as making the kind of argument you are making.

                  Also thank you for complimenting my flourish :)

    • HobbitFoot @thelemmy.club
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      9 months ago

      Part of it is that modern games are getting too expensive to make, especially with all the assets to the fidelity given by current technology.

      • CileTheSane@lemmy.ca
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        9 months ago

        It’s only expensive to make if studios decide to make them incredibly expensive. There are plenty of high quality indie games made by a single person.

        The problem here is they went all in on “THE BEST GRAPHICS EVAR!!!” And it flopped because of the lack of story and gameplay. The lesson here is to not make it incredibly expensive to develop by focusing all efforts on graphics, and instead focus on gameplay and story and people will tolerate much less flashy visuals.

      • R0cket_M00se@lemmy.world
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        9 months ago

        I doubt it, this kind of logic is the same as “medical costs are insane because modern medical tech is expensive.”

        It completely ignores the entire economy all functioning under advanced technology to create and produce advanced goods more cheaply with the technology that costs money. It’s also mismanagement in the same way the movie and TV industry has seen, they don’t want to hire writers cause they don’t want to pay them, so instead they just spend hundreds of millions on reshoots because having a writer being paid 60k on staff 24/7 was too costly apparently and some suit got a promotion for “saving” that money.

        Someone made a better version of “the day before” with a few grand in purchased assets and a couple months using UE5. If you were creating your own resources instead of buying them and you had an actual vision then you absolutely can make a game for less than hundreds of millions that will return that money back to you. How much did pal world take in? How much is helldivers 2 currently making? What were their production costs?

        Just because some inept studio run by corporate bean counters can only churn out tech demos for millions of bucks doesn’t mean that’s the actual standard for cost and production of gaming.

    • Mr_Dr_Oink@lemmy.world
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      9 months ago

      Case in point. Baldurs gate 3.

      Single player (with optional co op multiplayer) but massively successful.

      Not to beat a dead horse. Its just the first example that came to mind.

      A huge amount of very successful indie games are single-player and even other AAA games.

      They talk about the genre being dead but they forget that most games dont charge you to play them anymore. They make money through in game purchases selling cosmetics and battle pasees.

      These game genres could be described as dead by the same criteria if they cost actual money.

      • guacupado@lemmy.world
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        9 months ago

        Its just the first example that came to mind.

        Uh, in this case it’s a single-player, shooter, from a brand new IP. I’m probably just commenting just to argue but I don’t think Baldur’s Gate 3 is a good comparison at all.

    • space@lemmy.dbzer0.com
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      9 months ago

      No, AAA+ blockbuster games are dead. The 150 million budget is insane. Spending that much on a game, you end up having to minimize the risks and having to cater to the widest audience possible.

      If you split that budget into maybe 2 larger and a few smaller games, you don’t put all your eggs in the same basket. You can take more risk, experiment with new mechanics and ideas. You can target different types of players. You can give a chance to smaller, lesser known writers who might have potential.

  • Blackmist@feddit.uk
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    9 months ago

    I had to look up a video to realise this wasn’t the “I guess that’s something I do now” game.

    Looks like a confusing mess of a game tbh. When a game’s failure is blamed on it being released close to fucking Starfield, you know it never had much going for it.

  • Aielman15@lemmy.world
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    9 months ago

    I’ll go counter-current here and say that it was a fun game. IGN review sells it really well, and I had fun while playing it. I’d say the main problem of the game was releasing in a year already full of big-name releases, and a marketing campaign that was too quiet - I’m honestly surprised it cost $40 million, because I only heard of the game by pure chance.

    • Carighan Maconar@lemmy.worldOP
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      9 months ago

      Yeah I will say, it’s painfully generic and I hate the MCU-style humor, but it’s not a bad game per se. It’s just in no way shape or form triple-A, except for looking rather snazzy.

      The worst offense to me though is how there’s no magic in the game. Just guns with weird graphics. They managed to not make the magic feel like, well, magic. That’s the big flaw of it to me. Everything else is minor by comparison. Still, not a bad game, just not a good one either. At least for me.

      • GunValkyrie@lemmy.world
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        9 months ago

        I agree 100%. The magic was not magic. It was just different looking guns. Which made the game seem more dull to me. Even if it was an okay shooter.

      • TheLowestStone@lemmy.world
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        9 months ago

        Just FYI, the term triple-A doesn’t refer directly to the quality of the game. It simply means it was made by a larger, well-established company.

        • TSG_Asmodeus (he, him)@lemmy.world
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          9 months ago

          The terms have changed a bit over time, but generally “AAA” now means (in the industry) a large studio makes a game with a large marketing budget. If you think of those games that are published by EA, but made by one of their smaller studios and has a smaller marketing budget, that’s “AA”.

          Much like “alpha” and “beta”, the meanings are changing so quickly it’s hard to keep up with what the industry means and what players mean.

          I’m so old when I started in games “alpha” meant a feature complete game with a few crash bugs, and beta meant no (25% repro, or whatever the studio chose) crash bugs and all assets added and working.

          Now it’s basically “alpha” means a demo, and “beta” means they’re buying time for GM release.

          • lad@programming.dev
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            9 months ago

            Regarding the alpha/beta point, increase in internet availability and rolling updates probably made all the work in that shift. In the old days if you published a raw product it would take a hell of an effort to amend it. Now it’s just a matter of a user not plugging the internet off for some time ¯\_(ツ)_/¯

            • TSG_Asmodeus (he, him)@lemmy.world
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              9 months ago

              This started happening when studios got bigger and marketing controlled release dates. By the 2010s or so, the actual devs had zero say. So some idiot owner would promise a game in 18 months, half the ideas would be removed due to time, and a rushed product went out.

              “Games as a service” was just corporate speak for how to streamline putting out a game with less components and then adding them over time.

              Unfortunately it worked, and players bought in.