Skip Navigation

InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)CY
Posts
0
Comments
171
Joined
2 yr. ago

  • Skyrim lead designer Bruce Nesmith explained that Larian’s success is an “exception” to the last decade of gaming trends, but one that shows a shift in desire from gamers.

    There's been no shift, we've just been ignored and under-served for around two decades. But, sure, keep ignoring us.

  • This is the bit that put me off entirely. FO4 was supposed to be an iteration of (if not an improvement on) FO3/FO:NV. It was supposed to be a first person RPG. But there's enough dialogue where what you say just doesn't matter at all. It was the inverse of the mass effect 3 ending made into a game where the options you choose don't affect the dialogue and usually result in the same colour too.

    Honestly I'm upset it sold as well as it did, because it reinforced the idea that people don't buy fallout games as role-playing games any more.

  • There's not much of an interview here, but there's also nothing to really tell that they learned anything from this experience. They still have this air about their words like they did nothing wrong, even when they're admitting that it wasn't just technical issues.

  • Sorry, I'm probably nit-picking. My point was team size and game size gave ballooned, but it's not broadly a AAA thing, it's a very recent issue (last 10 years). They did just find when they hadn't got so insane, but not much before the numbers you listed. Halo 3 and Skyrim's are beloved games made by studios of around 100 devs.

  • Payday 2 and payday 3 we're made by the same dev studio, but with different producers. They own the IP, they're burning it down of their own free will.

    They tried to milk payday 2 to death and it didn't work, so they tried again with payday 3 and lost their audience.

    If we're just talking about analogy then the band is the game, the dev team is the roadies and management is the publisher? Still. They fucked the stage by their own choice.

  • Not really true, Bethesda ballooned from ~70 around Skyrim's launch to ~500 for Starfield.

    The outer world's dev team from obsidian was around 80.

    Bungie has/had (bit unclear if this this before or after the ~200 layoffs) around 850 for Destiny

    I think the AAA devs are proving that more devs don't make things better. And Animal Well is 31MB, but I think that's a bit of an exception really.

  • True, true, but often you need to scale everything to cater to the number of players.

    Cyberpunk with all the pedestrians and cars, for one, but then you'd have to make them consistent between the players too.

    It's a lot of processing, but you're right not literally a second game.