There are prebuilt solutions in some common engines, and companies like Multiplay that will help with development and hosting, but ultimately it depends on the specific needs of each game.
What works well for one project might be overkill for another, so studios have to spend a lot of time figuring out their needs and building something bespoke for it.
Turn-based all the way for me. I need time to think about my moves!
I want to love RTS games, but I just don’t have the executive function skills needed to prioritise tasks and make decisions fast enough to do well. Single player against CPU is sometimes doable if there’s an easy mode or cheats, but online multiplayer is just impossible.
Newer, cheaper competitors like the FPGBC are finally muscling in on the Analogue Pocket's market, so I guess they’ve decided to double down on being the ‘premium option’.
the company is planning to make its proprietary Carbon Development Platform – which encompasses the studio's Carbon Engine and other technology – an open source property
The correct answer is because game developers are, as a rule, not unionised. No one is pushing developers or publishers to properly credit their staff, so a lot of them simply don’t.
Not surprising. He was sadly too divisive to be a widely-popular Labour leader, but afaik he’s well-liked by his actual constituents, and this backs that up.
Delisting always sucks, but it looks like they’re at least doing what they’ve done for previous Forza titles: still available to play if you bought it digitally or physically, and if you played on Game Pass but bought DLC they’ll send you a free copy of the base game itself.
It’s definitely making their job harder on the face of it, but it also differentiates them from other ad companies, so I guess they’re betting on that being a draw for potential clients.
There are prebuilt solutions in some common engines, and companies like Multiplay that will help with development and hosting, but ultimately it depends on the specific needs of each game.
What works well for one project might be overkill for another, so studios have to spend a lot of time figuring out their needs and building something bespoke for it.