• bigboismith@lemmy.world
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    22 hours ago

    My personal theory is that it boils down to how many people it takes to make games (too many to be useful imo). This is probably a sympton of

    “hey, what feature can the new guy work on?”

    “idfk make him add toenails or something”

    • mindbleach
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      11 hours ago

      It takes one person to make a game.

      Corporate studios keep throwing more people at big-ass projects anyway, because they want to make the kind of game only corporate studios can make. That rarified competition allows higher return on investment. They can advertise a big game all at once instead of advertising smaller games all the time. But this pushes games to seek the widest possible audience, often making them generic, formulaic, or simply overloaded. They want to have everything every other big game has, and also be the only big game that offers some exclusive thing. Making shit up is the most direct route to exclusivity.

      Real-money charges have made this objectively worse. Maximum revenue now comes from getting people addicted to frustrating bullshit forever, so a fraction of them can be squeezed for thousands of dollars. Budgets follow revenue, so the scale of these projects keeps inflating, and they take forever, stagnating the market and swallowing once-promising studios. The ones that don’t simply fail and die still get roped into wasting an entire decade on one game nobody actually enjoys.

    • Johnmannesca@lemmy.world
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      13 hours ago

      Like those in-game cosmetics that cost real money but represented by a type of in-game currency that can’t be earned by playing the game, instead playing your wallet.

    • Nexy@lemmy.sdf.org
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      21 hours ago

      True. I never was able to work well in groups, imagine a work of more than 500 people.