• Gork@lemm.ee
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      10 months ago

      Valve can’t count to 3 though.

      Expect after the Steam Deck 2 for its successors to be Steam Deck 2: Episode 1 and Steam Deck 2: Episode 2.

  • Hubi@feddit.de
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    10 months ago

    Interesting spin on the “A delayed game is eventually good, but a rushed game is forever bad”-quote.

    • MeatsOfRage@lemmy.world
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      10 months ago

      These quotes are from a time when games were stamped into hard plastic and circuitry. No Man’s Sky and Cyberpunk are two examples of games with rocky launches that are both amazing now. Saying a game is forever bad simply isn’t true anymore provided the makers stand behind the product.

      • Pleb@feddit.de
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        10 months ago

        But they don’t most of the time. If you aren’t very lucky like with No Man’s Syk or Cyberpunk, you are stuck with an abandonend pile of garbage. And even with those games, it would have been better for everyone involved if they were what they are now from the start.

      • SkyezOpen@lemmy.world
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        10 months ago

        But the damage is lasting. NMS will always be known for the absolute shitshow it was on launch. Props to them for eventually delivering, but the game will never be as iconic as it could have been. Like compare bg3’s reception of “holy shit it’s so good” vs NMS’s “oh it’s finally good now.”

  • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️@yiffit.net
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    10 months ago

    When you can literally change the entire game over time with updates to be something entirely different from what it was: Suck isn’t forever. But neither is good.

    Even the perceptions don’t necessarily stay forever. Look at NMS.

  • Commiunism@lemmy.wtf
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    10 months ago

    It’s just not true anymore, especially with Steam. If a game releases in a sucky, broken state where more development time was definitely needed, nowadays the game companies will often just fix those games over time.

    • Kyoyeou (Ki jəʊ juː)@slrpnk.net
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      10 months ago

      Well it stills impacts the game and the brand, The smash-like game that got out in Beta that was almost great has fallen down to me not remmebering the name of the game because it was not memorable enough and not fully polished. They will have a second chance then the game will “fully launch” but for a lot of people the Beta launh was the full laucnh

      • Commiunism@lemmy.wtf
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        10 months ago

        Yeah, 100%. If a game gets released in a mediocre unfinished state, and it doesn’t capture the attention of the player base back then it can certainly kill the game, I agree completely.

        However, my original comment was mostly referring to the fact that games can be updated nowadays, unlike in the older days when you bought a game (when buying games was mostly done via retail stores and physical copies) and if the game was bad, it would be bad forever. There’s also the fact that there were a couple of high-profile cases where the game came out clearly unfinished or even unplayable (such as Fallout 76 and Cyberpunk 2077) that have fixed themselves, and if you were to mention that the game was bad at launch and how it was a bad business practice, you’d immediately get told to shut up and to look at what state the game is now.

  • seiryth@lemmy.world
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    10 months ago

    Not sure why we’re arguing this quote with the same two games over and over. Nms and cyberpunk are great games, but they’re a rarity.

    Game Dev crunch is a plague in th industry, we suffer as consumers who cop bad releases on release. The whole industry could learn from its roots and delay things for a better initial product.

    Defending the current practice of redevelopment in post is almost consumer gaslighting.

  • kd45@lemm.ee
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    10 months ago

    Ironically, this was contadicted in the same documentary by the Half-Life devs when they were talking about Xen and how they were aware that it kinda sucked but the deadline was coming up…

  • tal@lemmy.today
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    10 months ago

    I don’t disagree that often an early release can really kill a game. I think that Fallout 76 would have done much better had it not gone out the door for a while, and I think that the poor quality at release really hurt reception; despite Bethesda putting a lot of post-release work into the game, a lot of people aren’t going to go back and look at it. CDPR and Cyberpunk 2077 might have done better by spending more time or deciding to cut the scope earlier in development too. But, a few points:

    • First, game dev is not free. The QA folks, the programmers, all that – they are getting paid. Someone has to come up with money to pay for that. When someone says “it needs more time”, they’re also saying “someone needs to put more money in”.

    • Second, time is money. If I invest $1 and expect to get $2 back, when I get that $2 matters a lot. If it’s in a year, that’s a really good deal. If it’s in 20 years (adjusting for inflation), that’s a really bad deal – you have a ton of lower-risk things than you could do in that time. Now, we generally aren’t waiting 20 years, but it’s true that each additional month until there is revenue does cut into the return. That’s partly why game publishers like preorders – it’s not just because it transfers risk of the game sucking from them to the customers, but also because money sooner is worth more.

    • Third, I think that there are also legitimate times when a game’s development is mismanaged, and even if it makes the publisher the bad guy, sometimes they have to be in a position of saying “this is where we draw the line”. Some games have dev processes that just go badly. Take, say, Star Citizen. I realize that there are still some people who are still convinced that Star Citizen is gonna meet all their dreams, but for the sake of discussion, let’s assume that it isn’t, that development on the game has been significantly mismanaged. There is no publisher in charge of the cash flow, no one party to say “This has blown way past many deadlines. You need to focus on cutting what needs to be cut and getting something out the door. No more pushing back deadlines and taking more cash; if the game does well, you can do DLC or a sequel.”

    EDIT: I think that in the case of Cities: Skylines 2, sure, you can probably improve things with dev time. But I also think that the developer probably could have legitimately looked at where things were and said “okay, we gotta start cutting/making tradeoffs” earlier in the process. Like, maybe it doesn’t look as pretty to ship with reduced graphical defaults, but maybe that’s just what should have been done. Speaking for myself, I don’t care that much about ground-level views or simulated individuals in a city-builder game, and that’s a lot of where they ran into problems – they’re spending a lot of resources and taking on a lot of risk for something that I just don’t think is all that core to a city-builder game. I think that a lot of the development effort and problems could have been avoided had the developer decided earlier-on that they didn’t need to have the flashiest city sim ever.

    Sometimes a portion of the game just isn’t done and you might be better-off without it. Bungie has had developers comment that maybe they shouldn’t have shipped with The Library level in Halo. My understanding is that some of the reason that different portions of the level look similar is that originally, the level was intended to be more open, and they couldn’t make it perform acceptably that way and had to close off areas from each other. I didn’t dislike as much as some other people, but maybe it would have been better not to ship it, or to significantly reduce the scope of the level.

    I mean, given an infinite amount of dev time and resources, and competent project management, you can fix just about everything. Some dev timelines are unrealistic, and sometimes a game can be greatly-improved with a relatively-small amount of time. My point is that sometimes the answer is that you gotta cut, gotta start cutting earlier, and then rely on a solid release and putting whatever else you wanted to do into DLC or maybe a sequel.

    I won’t lie: That’s the kind of talk that really makes me wish Valve would quit playing around with Steam and weird hardware experiments, and go back to making new games.

    I don’t agree at all. There’s one Valve and Steam. If it’s not Valve, it’s gonna be Microsoft or someone, and I’d much rather have Valve handling the PC game storefront than Microsoft. There are lots of game developers and publishers out there that could develop a game competently, but not many in Valve’s position.

  • Immersive_Matthew@sh.itjust.works
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    10 months ago

    This is true, but gamers are so impatient. I am in early access with my Virtual Reality Theme Park and have been busting it for 3 years as a solo dev, and of course it is not a full Theme Park yet. What does exist has put me into the top 10 on the Meta Quest App Lab store, but I get bounced out of the top 10 now and then as I will get 3* saying new rides are not coming fast enough. People are so impatient just like shareholders.

  • cloud@lazysoci.al
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    10 months ago

    I would like to hear the Gabe Newell on why steam promotes gambling to kids

  • HarkMahlberg@kbin.social
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    10 months ago

    Suck is forever.

    Unless you’re No Man’s Sky? Or Cyberpunk? Like games have been getting patches and updates for a long time, sometimes they get better, sometimes they get worse. Maybe he means your reputation as a developer and as a publisher is forever tarnished no matter how well you patch up the game post-launch.

    In the days of Half Life 1? Yeah, it wasn’t really feasible to patch games after they got printed on discs and left the warehouse.

    • Hyperreality@kbin.social
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      10 months ago

      Also, games that are delayed too much sometimes end up being outdated and therefore relatively bad. Eg. Duke Nukem Forever.