While Baldur’s Gate 3 is being widely celebrated by fans and developers alike, some are panicking that this could set new expectations from fans. Good.

  • Magrath@lemmy.ca
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    1 year ago

    Click baiting video. Other devs don’t care. As long as they can make money pumping out mediocre games then they will continue to do so. Acting like this is the first good game to come out in a decade or something.

    • DrM@feddit.de
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      DEVs do care. As a developer working on something you want to be proud of it. Publishers do not care.

      • The individuals working on the game might care.

        The managers who make the decisions don’t. Doesn’t matter if they are a publisher or the development company itself. It’s a bit blurry these days anyway, what with how easy it is to self publish and how many publishers have their own internal development studios.

        • Ilflish@lemm.ee
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          The managers who make the decisions is also unclear as power differs on the company. They could care all the way up to the CEO but if the CEO puts an unrealistic deadline, the game has an unrealistic deadline

        • acastcandream@beehaw.org
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          As much as I prefer this model that actually isn’t what creates engagement and retains players over several games and years. They don’t do it because it’s fun to make predatory things. They do it because it makes them heaps of money. If it didn’t work, they wouldn’t do it. That’s the sad truth here.

          Re: hats and paint jobs…hats dominated TF2 for how long? There was a black market and widespread scamming for cosmetics, that’s how nuts it got.

        • ampersandrew@kbin.social
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          Sorry, but the other methods are demonstrably better at it. We didn’t arrive at them by accident. There are outliers like Civilization keeping people hooked for years; the people still playing Skullgirls all these years later sure aren’t doing it for any type of reward system. But the fast track to keeping people playing your game is to use all the scummy bullshit.

    • prole@beehaw.org
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      1 year ago

      people remember that games are supposed to be good

      I’ve played a lot of great games in the past few years 🤷‍♂️

    • SnepKayz@pawb.social
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      1 year ago

      Star Citizen is its own greatest obstacle lol. Doesn’t need a shadowy cabal of all the major game studios conspiring to keep it down.

      • AlexisFR@jlai.lu
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        1 year ago

        Well it’s main competitor also collapsed on it self, maybe it’s just hard to do?

  • Space Sloth@feddit.dk
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    1 year ago

    Honestly I hope this does indeed set a new gold standard. Probably not with the whole early access thing, though. It’s a thing that needs to go away.

    • Pixel@beehaw.org
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      1 year ago

      EA is an immensely useful tool for game devs, the issue is EA as an excuse to ship unpolished games or to leave games unfinished forever. Neither of which are problems intrinsic to early access, they’re just bad business practice that should be shunned like any other

      • soulsource@discuss.tchncs.de
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        1 year ago

        As a gamedev: Early Access was useful for devs, back when it was real Early Access. Think: Kerbal Space Program (the first, not the second).

        Nowadays it’s mostly a marketing tool, that allows to generate the hype for launch twice… Publishers and players expect “Early Access” games to be feature complete and polished before the “Early Access” launch…

        • Maultasche@feddit.de
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          1 year ago

          I liked what Daemon X Machina did, where they released a demo, sent out questionnaires to everyone who downloaded it, published a video about the results save how they were planning to act on it, and a few months later released a new demo with a new questionnaire.

          • Appoxo@lemmy.dbzer0.com
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            1 year ago

            Ubisoft did (does?) it to a degree with their Rainbow 6 TTS (beta) servers to test the sandbox and did so for a few technical alpha/beta releases acting as selected pewviews to see how the game is received and where bugs are.

          • soulsource@discuss.tchncs.de
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            1 year ago

            Yep, that’s probably the most helpful thing for devs. This sadly often conflicts with publishers’ announcement schedules. There are, however, companies that do NDA-protected play-tests, where you get the same kind of information, without publicly announcing the game.

    • TauriWarrior@aussie.zone
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      Early access worked well for them, part of the start of the game was able to be play tested, the community got to give feedback, and they actually listened, its how it should be done

      • Appoxo@lemmy.dbzer0.com
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        Yeah but not how the remaining whole industry treats it.
        I saw literally no outcry regarding BG3 and early game bugs. Comparing it to CP2077 it was a stellar release in terms of PR.

        • Lojcs@lemm.ee
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          CP2077 didn’t have early access tho? How is this an argument against early access

    • I don’t think Early Access should go away as it’s not inherently bad in and of itself.

      What’s bad about it is when it’s used to sell an totally unfinished piece of shit that stays an unfinished piece of shit indefinitely.

  • Stumblinbear@pawb.social
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    1 year ago

    Developers? Panicking? Developers will rejoice that they don’t have to build these garbage mechanics. Publishers and game studio execs? Yeah they’ll panic

  • Jordan Lund@lemmy.one
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    1 year ago

    Making bad developers panic maybe?

    I can’t imagine something like this makes the Redfall devs feel good about themselves.

    Actually Redfall likely doesn’t make the Redfall devs feel good about themselves.

    • sandriver@beehaw.org
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      Wasn’t the whole thing with Redfall that it was Bethesda mismanagement? I’m not going to put that on the Redfall team. Does make me completely disinterested in buying any Bethesda games that aren’t mainline TES though.

    • sodiumbromley@lemmy.blahaj.zone
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      1 year ago

      It’s faithful enough to 5e that my partner and I broke out the players handbook to do some long term class planning together. A couple of things are different, like buffs to frenzy barbarian and changes to roleplay feats or spells to have a more mechanical benefit.

      But yes, as a long term DM for 5e, it’s faithful to 5e.

    • hastati@beehaw.org
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      The most significant change I noticed was you can cast any number of leveled spells per turn. That’s a pretty significant shift from 5e’s rule of only one leveled spell (excluding using action surge if you dip into fighter) per turn.

      However it makes the player stronger so I doubt anyone is really complaining about it.

      • rivingtondown@beehaw.org
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        I’ve been playing BG3 and perhaps I’m misunderstanding but you only have one action and one bonus action per turn and you only have so many spell slots per caster. Unless you have a leveled spell as an action and a separate leveled spell as a bonus action and enough spell slots for both you’d be hard pressed to cast more than a single spell per turn per character

        • LiquorFan@pathfinder.social
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          It’s been a while since I played 5e, but if I remember correctly you could do some fuckery with Haste and/or Sorcery Points if you don’t follow that rule.

    • 73rdNemesio@infosec.pub
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      Larian has been absolutely phenomenal through their process on both of these. Kept with the ‘it’ll release when it’s ready’ model, the exception with the alpha/early release on BG3 which I would say helped improve the quality of the Release product that much more, through testing/reports and cash influx without the ‘pre-order today, get whatever you get tomorrow’ mantra.

  • vlad@lemmy.sdf.org
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    1 year ago

    BG3 is what games used to be and what they should have been like. It bring me back to my KotOR1/2, and Witcher 1 days. It’s great.

    • 50MYT@aussie.zone
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      1 year ago

      In similar fashion, EA/Dice woukd have desperately tried to ignore battlebit.

      4 devs made a game that is better in nearly every way than any of the last few battlefield games in their spare time.

      I hope AAA studios clear house and find a new formula that doesn’t ruin good IP.

      • 50gp@kbin.social
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        1 year ago

        dice is the perfect example of a studio with the worst kind of incompetent people in charge of game direction

        they released a great game in battlefield 1 and went to shit after that chasing trends and monetisation strategies over everything else

        (shoutout to the guys who worked on base gameplay of BFV, they got fucked over by dumb decisions from higher up)

  • WarmSoda@lemm.ee
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    1 year ago

    How does it cost millions of dollars to make a current AAA game, and they’re rarely worth it?

    If you have 5,000 people on your payroll for a game what the hell are they doing? Every game should be fantastic.

    I love indie and AA games. Smaller teams. More focus. More fun. Usually more quality content.

    • AMuscelid@lemm.ee
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      It’s an issue of time and scalability. Going from 100 employees to 200 employees wont make the game in half the time. And corporate accounting would rather have 2 mediocre games per year than 1 extremely good game every 2 years, even if it sold 4 times as well since revenue is analyzed within fiscal years and financing isn’t free. Capitalism sucks.

      • Murvel@lemm.ee
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        1 year ago

        Capitalism sucks.

        All the greatest games ever made were created in capitalistic economies so i cannot see how that is a determining factor. I don’t know what games your thinking of. Tetris?

        • irmoz@reddthat.com
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          I think you’re missing the point. They’re just saying the incentive structure of capitalism doesn’t necessarily encourage the best types of games. We see this with borked EA launches, predatory MTX, loot boxes, battle passes, etc

        • maynarkh@feddit.nl
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          I think there is a difference between “capitalism” and “capitalism”.

          I think a more nuanced argument is that better games come from companies that are not primarily driven by the quarterly revenue cycle of Wall Street, that is defined as “capitalism”.

          I think it’s more of a hit-and-miss, and good corporate leadership is the kind that people forget it’s there when good games come out. I mean CDPR had a CEO both when Witcher 3 was the thing, and also when Cyberpunk 2077 was the thing that flopped. Obviously, people were more interested in the beancounters’ influence in the latter case.

        • SkyeStarfall@lemmy.blahaj.zone
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          We don’t exactly have many non-capitalistic economies.

          But we have games that people made outside of the incentives of capitalism. i.e., because they wanted to make the game they wanted to make. This is what has created the absolute best games in existence. Not the incentive of money.

          Was terraria made for the purposes of money? Was outer wilds? No. They were passion projects. Of course they had to earn money, because you need to earn money to survive, but that wasn’t their primary goals. Contrary to games such as call of duty or whatever. Which are just incredibly bland in comparison.

          I mean see how much microtransactions, loot boxes, etc. Is ruining the atmosphere of games and exploiting the hell out of people and kids. Don’t tell me devs are putting that in because that is what their dream game would contain. No, they put it in purely because of capitalistic incentives. Would you argue that that is good?

          • ampersandrew@kbin.social
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            Making a good product is an incentive of capitalism too. Microtransactions, battle passes, loot boxes, and other “live service” trappings dilute once-good products because people are often too attached to brands. As people tire of bad products, good ones can come along and thrive, which is what Battlebit appears to be doing for Battlefield fans, what Baldur’s Gate 3 appears to be doing for RPGs, and what Elden Ring and the last two Zelda games are doing for open world games; what Cities: Skylines did for SimCity fans and maybe what Life By You could do for Sims fans. There’s money to be made for making a good version of something that the reigning champs screwed up, abandoned, couldn’t think of, or didn’t bother to bring to market; that’s capitalism.

            • SkyeStarfall@lemmy.blahaj.zone
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              Do you think those games wouldn’t have been made without capitalism?

              All of those examples are driven by people wanting to make a good game because that is their passion.

              If they were given infinite resources to make a game, and would gain nothing else beyond just a decent standard of living or whatever, do you think they wouldn’t made them? Because I think they would.

              • ampersandrew@kbin.social
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                How hypothetical are we getting here? Somehow we live in a world where everyone has infinite resources? Capitalism just distributes the finite ones we have to things that people buy. A government can do that as well, but we don’t have a great track record of them being able to buck the realities of where those resources need to go. If there’s a UBI, you could end up with more games of the scope of Stardew Valley, or once tools and game engines get to be good enough, you could end up with more games that are feasible to be made by one or two people in a handful of years like that one was. But Baldur’s Gate 3, Elden Ring, Zelda…no, probably not. I can’t predict the future, but they seem to be impossible to be made by small teams even with magical game engines that automate a lot of work that went in to make them.

                Once you get beyond the profit motive, you’re now at this point where you need to hire more people. Anything beyond really small teams are going to have a hard time sticking to someone else’s vision unless one person is the boss calling the shots; otherwise known as the one with capital, paying those other talented people to work toward that goal. Of the 600 people making Baldur’s Gate 3, I’ll bet 550 of them disagreed on lots of directions that it went in, and it just becomes an insurmountable problem to wrangle that many people otherwise and keep them on track. If you don’t need the money and you disagree with what the boss is doing, you’ll just do your own project instead.

                Meanwhile, we just got a Titan Quest II announcement, which I’ll bet is a reaction to the general direction Blizzard has been going in since Diablo Immortal was announced, much like I was saying earlier. There’s also another perspective I’d like to add on here, which proves both of our points. Ryan Clark of Brace Yourself Games, makers of Crypt of the NecroDancer, used to do a YouTube show called Clark Tank, similar to Shark Tank, talking about how to make indie games that make money. Creatives have tons of passion projects they want to make, and you’ll never get through all of them in a lifetime. However, you know types of games that you would like to make, that you can observe are also making money, that you’re confident you can deliver while they’re still popular, so that you can profit, expand, and repeat the cycle. In a sense, passion projects and what the market is asking for via where they’re spending their money.

                • SkyeStarfall@lemmy.blahaj.zone
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                  My point was that capitalism and its incentives do not create good games.

                  Capitalism rewards profit at any cost, and nothing more. In the end this allows for cash grabs and terrible working conditions, which the industry is riddled with. Good games would still have gotten made without these incentives.

                  There’s many assumptions in this text, and it ignores great games that were financial flops (or couldn’t get made in the first place), and terrible ones (like gacha games or basically the whole mobile games ecosystem) which are greatly rewarded and successful. There are so many resources wasted on objectively not good things for players such as how to exploit their psyche to spend money which compromises the game design, or resources spent on stuff like marketing just because that’s what pays back, instead of spending those on making a better game.

                  I would argue that capitalism’s incentives hampers the creation of good games if anything. Because now instead of thinking what makes a game good, devs are instead forced or incentivized to think what makes money. And they are very much not the same thing.

          • ampersandrew@kbin.social
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            Counter point: Baldur’s Gate is selling well within capitalism because it satisfies what the customer wants, which capitalism rewards in an environment with lots of competition, and video games have lots of competition. As big publishers like Ubisoft, EA, Activision-Blizzard, and Take Two have scaled back their offerings of lots of different types of games, including the type of RPG that Larian makes, it’s no surprise that the likes of Larian are rewarded for making that type of game. It’s why companies like Embracer, Anna Purna, Devolver, and Paradox are going to be growing a ton over the next decade.

          • bmaxv@noc.social
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            @acastcandream @Murvel

            Trust me, I get it and I agree, #capitalism sucks. Mostly.

            But that’s not how it works.

            You can’t just take an arbitrary event and claim it came to be despite the circumstances, not because of them.

            Like, that’s not how causality works.

            Besides, It’s a way stronger argument to point at the overwhelming amount of bad games and bad features and say those got produced under capitalism and that’s why it’s bad full stop.

    • insomniac_lemon@kbin.social
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      I know that’s probably rhetorical, but probably a similar problem to modern movies where (as described in the video Why Modern Movies Suck - They're Too Expensive) they are going after spectacle (rather than story or other elements) and due to cost they must make a ‘safe’ product to stay profitable, where a bland but universally palatable product will sell more tickets/copies than a stellar niche thing.

      I’d also add that companies know they can usually ride the success of their own name/brand recognition. Even worse here with games because of pre-ordering, early-access as a product, and crowd-funding (which some wildly successful publishers still do–on top of unpaid self-promotion and all the other things–because people still think of them as indie).

      • WagesOf@artemis.camp
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        The main problem is they drop $20mil on effects and star faces and fucking spend $20/hr for a fucking committee to write a story in a week that wouldn’t pass a screenwriting 101 course.

        The problem with movies and games these days is where the money goes, not how much of it there is.

    • 50gp@kbin.social
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      games are art projects at the end of the day and there are often many non-art people (or just people without the right skills or vision) making executive decisions on direction, deadlines etc.

    • JohnEdwa@kbin.social
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      Usually they don’t. Something like Horizon Forbidden West credits almost 3500 people even though Guerilla Game has less than 500 employees, most of the rest is absolutely massive bloat from different outsourced teams and Sony departments - like the “Head of Opportunity Markets Business Operations Tim Stokes from Sony Interactive Entertainment Inc.: Global Business Operations” was undoubtedly very important for the development of the game.

      As for Baldurs Gate 3, Larian Studios currently has 450 employees in 6 different locations, so they are actually around the same size as Guerilla. I wouldn’t be surprised if the credits end up being well above a thousand people (D:OS2 has around 500 credits even though Larian back then had only 130 people).

  • wcSyndrome@lemm.ee
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    1 year ago

    I get everyone’s sentiment here, boiling it down to “better games are better” but also keep in mind the development costs and times for making new games are constantly going up. Yeah of course there are fantastic indie games out there (and I love them myself) that have a fraction of AAA game budgets and dev time but those are the gems in the rough, not the norm.

    I’m all for better gaming experiences but they do come with tradeoffs. Also, flops are now death sentences for studios so the pressure to perform is even higher

      • Chozo@kbin.social
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        He’s not wrong, though. Game development is a business, like any other, and larger-scale games require exponentially more resources to produce than smaller indie titles.

        Obviously one could make the argument “Well they shouldn’t be making every single game into a huge, multi-billion dollar blockbuster title that costs the player an arm and a leg to gain access to, then they wouldn’t need that amount of resources to begin with”, and that would be a fair argument. But ultimately, people keep buying those games, anyway. And not by force, they buy them of their own volition. So those games continue to be profitable. There’s no incentive for big studios to change their ways when consumers keep giving them money, so they’re going to keep making huge games that require huge resources and huge payments from the players.

          • Chozo@kbin.social
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            I’m not sure what you mean. Were you offering some sort of insight into what I or the other person was actually saying, or just whining? Some of us are having a conversation here.

        • wcSyndrome@lemm.ee
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          It’s mind boggling when the costs of games get leaked (or revealed during court cases). It makes me sad that so many studios have pivoted to the strategy you’ve described because it means we’ll have less games of a franchise I enjoy since the development takes so long or the developement is never even started because people have decided the profit won’t be as high as making a blockbuster game. Hell, look at Rockstar milking whales with GTA V, that’s a slightly different conversation, but it’s crazy how long the gap between GTA V and GTA VI are

      • wcSyndrome@lemm.ee
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        If EA is willing to cut me a check for telling you that games are getting more expensive and take longer to make then tell me where to sign

  • circuitfarmer@lemmy.sdf.org
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    The expectations have been set for a long time. BG3 isn’t the first good game. It’s just the first in a while, after mountains of AAA garbage ultimately driven by shareholders and MBAs.

    The sad thing is: those people are so clueless that they dont see they’d make more money by just not getting in the way of a good dev team.

    • JustEnoughDucks@feddit.nl
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      The problem with your second statement is that it is patently untrue.

      That is why rocketed has been milking GTA microtransactions. The GachaGaming reddit tracks a series of microtransaction-heavy mobile games. They make hundreds of millions (as much as an entire AAA very hyped game release) quarterly through microtransactions.

      Companies have come out and said that microtransactions are more profitable than making new games which is why they are shoehorned into every damn piece of game possible by AAA studios.

      I hate microtransactions and I wish it wasn’t the case, but stupid kids with daddy’s credit card and stupid gamers and whales make bad games with microtransactions very profitable.