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- 112 Posts
- 133 Comments
SSTF@lemmy.worldto
Games@lemmy.world•Stardew Valley Creator Shuts Down Rumors Haunted Chocolatier 'Will Be Abandoned,' Insisting: 'It Will Come Out When It’s Ready' - IGNEnglish
11·1 month agoHow would you, in general terms, construct an arrangement between a publisher that is funding development, and a developer? How would the agreement hold a developer to certain standards without any kind of time or budget limitations?
SSTF@lemmy.worldto
Games@lemmy.world•Stardew Valley Creator Shuts Down Rumors Haunted Chocolatier 'Will Be Abandoned,' Insisting: 'It Will Come Out When It’s Ready' - IGNEnglish
1·1 month agoI’m not trying to be cute. If a publishing company gives money to a developer who is a separate entity to make a game, they’ve got to have some kind of contract. If there is no timeline or total budget written into the initial contract, how could a publisher pull out of that agreement?
If the answer is going to be “publishers can just pull out when they feel like it” then that’s neither adhering to the “let devs develop ‘until it is done’.” philosophy that is the entire point of this hypothetical restructure, and it for practical terms it does impose a deadline based on the publisher’s patience, except now that deadline is not expressly clear and simply defined.
If publishers can’t simply pull out on a whim, then without some kind of limiting factor that denotes a failure to perform where by a specific time a publisher can point to that failure, it can’t really be functional contract. Saying “the game must have x, y, z features” but never putting a time or budget limit in place means the developers can never have failed at implementing the features because they just haven’t gotten around to it yet.
SSTF@lemmy.worldto
Games@lemmy.world•Stardew Valley Creator Shuts Down Rumors Haunted Chocolatier 'Will Be Abandoned,' Insisting: 'It Will Come Out When It’s Ready' - IGNEnglish
1·1 month agoIn a publisher fronting money to developer situation, without a fixed time limit (or money limit, which functionally translates to a time limit) is the publisher just infinitely on the hook to pay for dev time “until it’s done”?
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Games@lemmy.world•Stardew Valley Creator Shuts Down Rumors Haunted Chocolatier 'Will Be Abandoned,' Insisting: 'It Will Come Out When It’s Ready' - IGNEnglish
31·1 month agoLet’s look at the initial comment in the chain:
all game developers need to put their foot down and say “it’s ready when it’s ready.”
No marketing deadlines, no “crunch time,” make the game until the game is made
It isn’t saying publishers should be more flexible about deadline delays, it is saying there simply shouldn’t be deadlines at all.
Shoveling infinite money at a developer who tells you it will be ready when it’s ready is the Chris Roberts model of game development. While it certainly produces interesting results, it is unrealistic and undesirable to expect it as the standard.
Games that are developing well but need a little more time to fix issues should be given flexibility by publishers, but at the end of the day there are stretch ideas and content that has to be cut. Doing that cutting and keeping the project focused is what a lead on the dev team should be doing throughout the entire development. If a game has a realistic deadline given the expected scope and the dev team comes back and says they actually need another year of production, then it is worth looking into if that extra time is going to make the game a year’s worth of investment better or not.
SSTF@lemmy.worldto
Games@lemmy.world•Stardew Valley Creator Shuts Down Rumors Haunted Chocolatier 'Will Be Abandoned,' Insisting: 'It Will Come Out When It’s Ready' - IGNEnglish
5·1 month agoPublishers are considering return on investment. In a model where they are providing the game budget to the studio, every delay means more money out of their pocket. Case by case it might be worth it, but just allowing developers to infinitely say it’s “almost ready, just one more delay” isn’t reasonable.
I know from the hard core gamer audience that discusses this stuff online there is often this vibe that nothing should be cut from games. People look at various interesting cut content and lament it for not getting enough time, but there is always going to be cut content.
If there isn’t a lead on the development team putting their foot down to control the scope and focus the team, and a similar push for focus by a publisher you get a meandering unfocused project that goes over budget.
In the solo/small amateur team dev, self-publishing model that ROI pressure isn’t coming externally from a separate publisher. It is means solo devs are making their first games usually on a budget of nothing, as a side project to their day jobs. In some cases like with Concerned Ape it turns out great. In many cases development comes out tediously slowly, like with Death Trash. In innumerable cases the games just die.
In cases like Wasteland 2 it was a full professional team working full time using crowdfunding. An alternate model, but still limited by budget pressure. There was no publisher to pay back, but when the crowd funding money was gone, it was gone. That game did come out and it was enjoyable, but clearly it wasn’t “done when it’s done” levels of polish by the team since they used the profits from the game to release a “Director’s Cut” which was a whole polishing pass on the game they simply couldn’t afford the first time.
SSTF@lemmy.worldto
Games@lemmy.world•Stardew Valley Creator Shuts Down Rumors Haunted Chocolatier 'Will Be Abandoned,' Insisting: 'It Will Come Out When It’s Ready' - IGNEnglish
41·1 month agoThe above comments were talking about how this policy should apply to every game development project. Which is a nice thought, but not realistic for every situation.
SSTF@lemmy.worldto
Games@lemmy.world•I recently finished playing The Outer Worlds 2 and it was pretty good. The big problem I have with both games is that the game mechanics feel a little shallow. Despite that I'm hoping there will beEnglish
9·2 months agoThat’s more or less how I feel about the first game. I really liked the setting and characters, but found the gameplay underwhelming. Combat was especially boring, which made me go towards stealth or dialog resolutions just to skip it, except the game had a long chunk where fighting the local wildlife was the only option.
I don’t think anyone should preorder. It’s a predatory way to suck a full price of the game or even higher than normal price out of customers by using often laughably cheap benefits to drum up FOMO.
For me personally, I rarely have interest in brand new AAA games, which are the most guilty of pre-order sales tactics, so the problem more or less solves itself.
Early Access games can be a different story. I’m more willing to throw money at a small studio or solo project that appears to have some passion behind it. Even so I only spend with the mindset that whatever state the game is in might be all I ever get, so match the price to that expectation. I recently played through Deathtrash. It’s unfinished and is historically slow to get updates, however for the $11 I got it for on sale, it had a lot of content and I felt happy with what I got.
Project Zomboid is another example of a “permanently Early Access” game. It might never get out of Early Access but it has so much content now that $20 is a perfectly acceptable price. The history of devs supporting it and the community around it means support for it is unlikely to simply disappear.
SSTF@lemmy.worldto
Games@lemmy.world•Help me decide what I should name my game! Currently Country Architect, it turns out that "country" has a double meaning in English that I was not aware of ["Infrastruction" it is.]English
3·3 months ago‘Architectcracy.’ Which is more or less, “rule by architects.”
SSTF@lemmy.worldOPto
Games@lemmy.world•A screenshot that is the old evidence of my first ever attempt at a game.English
3·3 months agoI mostly made models and textures, I was never a one-person team. I made assets for a number of students in game dev programming and I worked on some gamejams. Quite a few games, but nothing beyond the scope of a limited project. Currently I just don’t have the time in between other things to go back to making assets.
SSTF@lemmy.worldOPto
Games@lemmy.world•A screenshot that is the old evidence of my first ever attempt at a game.English
4·3 months agoThis was built inside of Unity.
SSTF@lemmy.worldto
Games@lemmy.world•Games that I finished this year so far. Probably the best year of gaming for me since 2007English
4·4 months agoMy Steam recents:

Everything that’s got a finishable campaign here I’ve completed, with the exception of MCC where I only played Halo CE and ODST to completion.
SSTF@lemmy.worldOPto
Games@lemmy.world•I finished all (current) main quest content for Death TrashEnglish
3·4 months agoI often agree with this, though for Death Trash given the slow pace of major updates I figured I’d just jump in. It only took me about 10 hours to beat the main content, and a few more hours poking around to feel finished with the game. This isn’t something like Zomboid with a big sandbox element to sink hours and hours into.
Honestly, at the pace it’s being updated I don’t know if it will get a huge proper ending.
SSTF@lemmy.worldOPto
Games@lemmy.world•'Disaster Day of Crisis: A Search and Rescue Game' - MandaloregamingEnglish
7·4 months agoI’ll never get past the Dangerous Hunts games since some management somewhere at Cabela’s had to approve a hunting game with deep lore about a literal shapeshifting demon and chimpanzee supersoldiers.
SSTF@lemmy.worldto
Games@lemmy.world•What's your favorite case of a game making fun of you?English
271·4 months agoIn Wasteland 2 there is a museum of pre-war artifacts. One item is an undetonated nuclear bomb. If you monkey around with it you can find a big red button. It is obviously a terrible idea to push the button. If you still decide to push it you get a special game over screen.

SSTF@lemmy.worldOPto
Games@lemmy.world•'Points, clicks, and misery' - Civvie11 plays I Have No Mouth And I Must ScreamEnglish
5·4 months agoAnd then it goes into a sewer.
SSTF@lemmy.worldOPto
Games@lemmy.world•'Mask of the Betrayer: the last of the boomer cRPG classics' - WarlockracyEnglish
1·4 months agoI blame the Tylenol.
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Games@lemmy.world•More than 1,200 games journalists have left the media in the last two years | VGCEnglish
1·5 months agoThe idea of ranking games on a numerical scale is inherently flawed. I suspect many publications still use it as a way to make nice with game publishers. Text that’s lukewarm can slap a 9/10 score on and a lot of people just jump over the review to the “objective” score.




















It’s not a “Christian game”, its a game where the setting is a violent, fractured place and Christianity has a large in-universe footprint, influencing factions.
Iron Tower Studio games makes quite good RPGs.