every game wanted to be the new mario
every game wanted to be the new doom
every game wanted to be the new half-life
every game wanted to be the new call of duty
every game wants to be the new fortnite
Playtime correlates with sales. It's hard to make an impact if most players spends an evening or two playing your game. There are exceptions, but for every HL2 there is a dozen Eat Lead: Return of Matt Hazards.
Because people working in the gaming industry were creative back then. Now, the workers of the gaming industry are kids who grew up playing video games and picked that field for this reason only. Being a video game fan doesn't make you good at making video games sadly. It quite the opposite actually, because studies show it reduces creativity.
why create high quality handcrafted levels when you can just make a huge open world and procedurally generate a bunch of content on it? it's much easier
the fact you equal quality with freedom and level interaction when we're talking about linear games with a fixed story and progression proves you're a fricking moronic zoomer, so i'll spell it out for you
linear levels with no freedom and minimal interaction if ANY at all are a GOOD EXCELLENT thing for linear games, so yes, that means quality, you don't need freedom and level interaction for a level to be good, and the fact recent games RELY on those 2 elements is what makes new level design so fricking awful for linear games
Because people started calculating the games' mileages. Which is more efficient, a $60 game that's finished after mere 8 hours, or three $20 games with enough challenges/achievements/unlockables to last 200+ hours of play time each (assuming they don't sit in your huge backlog for all eternity)?
>Which is more efficient
a good $40 dollar game that lasts 10-12 hours
long enough to justify the price, cheap enough to justify the length, and short but good enough for people to want more games like it to spent more money on
"Classic" FPS games with SP campaigns like that have been seeing a revival in recent years, sure most of them aren't AAA megamarketing crap that every advert in the world is going to be screaming to you about, but if you look into them a bit you can find some pretty good stuff.
Amid Evil, Dusk, Ion Fury, HROT, Prodeus, Hedon
WH40k: Boltgun is kinda-classic, kinda Doom Eternal inspired
There's more but that's what I remember off the top of my head, all of these are FPS games with SP campaigns, pretty good up to excellent level design and so on. They're not particularly strong story-wise though, the focus is on gameplay.
>8-15 hour linear action/adventures are sold for $50-$60, but without the Naughty Dog-level cutscenes currently expected of them >open world or FRICKHUEG in general games like BG3 or Elden Ring that will run you a minimum of 50+ hours without speedrunning are $70-$80
Would you accept this?
I wouldn't pay $70-80 for a game unless it's truly exceptional. I'd pay that for ER but then again I only know how good it is because I already played it. Haven't played BG3 so I can't say whether it's good enough or not to be worth that money, so it's a chicken and egg sort of problem. If you want to make that kind of money I'd say just sell a $50-60 base game and make a $20-30 expansion, I will buy the expansion if the base game is that good.
>They're not particularly strong story-wise though, the focus is on gameplay.
in these games, story only needs to be as good as to justify the gameplay, so thats more than fine
>8-15 hour linear action/adventures are sold for $50-$60, but without the Naughty Dog-level cutscenes currently expected of them >open world or FRICKHUEG in general games like BG3 or Elden Ring that will run you a minimum of 50+ hours without speedrunning are $70-$80
Would you accept this?
they didn't go extinct, they just moved to the realm of the AA/indie game because ironically despite this being the most movie-like way to make a game big developers want you to play their game forever because it makes more money
a lot easier to monetize paypiggies if it's a multiplayer-focused game. People's dumb monkey brains want to show off to others, even if just to anonymous morons online, so it's a lot easier to get them to pay for microtransactions, skins, and hundreds of dollars worth of bullshit DLC
I can't monetize it with a battlepass and cosmetics
People got tired of Call of Duty clones.
every game wanted to be the new mario
every game wanted to be the new doom
every game wanted to be the new half-life
every game wanted to be the new call of duty
every game wants to be the new fortnite
Playtime correlates with sales. It's hard to make an impact if most players spends an evening or two playing your game. There are exceptions, but for every HL2 there is a dozen Eat Lead: Return of Matt Hazards.
Because people working in the gaming industry were creative back then. Now, the workers of the gaming industry are kids who grew up playing video games and picked that field for this reason only. Being a video game fan doesn't make you good at making video games sadly. It quite the opposite actually, because studies show it reduces creativity.
why create high quality handcrafted levels when you can just make a huge open world and procedurally generate a bunch of content on it? it's much easier
>high quality
>heavily linear levels with no real freedom or interaction
>is nothing more than a hall way with explosions
lol
just admit that minecraft is your favorite game you zoomer frick
>if you don't like bad boring third person shooters and call of duty
>you must love minecraft
hmmmmm let me gargle them sweedish meatballs
the fact you equal quality with freedom and level interaction when we're talking about linear games with a fixed story and progression proves you're a fricking moronic zoomer, so i'll spell it out for you
linear levels with no freedom and minimal interaction if ANY at all are a GOOD EXCELLENT thing for linear games, so yes, that means quality, you don't need freedom and level interaction for a level to be good, and the fact recent games RELY on those 2 elements is what makes new level design so fricking awful for linear games
Play Amid Evil. They are still making games like this you just have to look around a bit.
They still exist you homosexuals just call them moviegames
These games peaked with doom 3.
you can't sell cosmetics and season passes for a game you only play once with the occasional reinstall
Are there any mods that make the combat actually fun? I'd love the game if the weapons and weapons were more fast paced
>DMC5
>Soulstice
>Asterigos
>Eternights
>RE8 and 4R
>Jedi Survivor
Where were you?
Because people started calculating the games' mileages. Which is more efficient, a $60 game that's finished after mere 8 hours, or three $20 games with enough challenges/achievements/unlockables to last 200+ hours of play time each (assuming they don't sit in your huge backlog for all eternity)?
>Which is more efficient
a good $40 dollar game that lasts 10-12 hours
long enough to justify the price, cheap enough to justify the length, and short but good enough for people to want more games like it to spent more money on
is this pic from a mod? i don't remember the zombies looking like that
its from the hl2 steam page. probably an early build
"Classic" FPS games with SP campaigns like that have been seeing a revival in recent years, sure most of them aren't AAA megamarketing crap that every advert in the world is going to be screaming to you about, but if you look into them a bit you can find some pretty good stuff.
>"Classic" FPS games with SP campaigns like that have been seeing a revival in recent years
mind pointing at any? i need more of this in my library
Robocop?
he said no AAA with marketing crap, Robocop is that
it is a good one though
Amid Evil, Dusk, Ion Fury, HROT, Prodeus, Hedon
WH40k: Boltgun is kinda-classic, kinda Doom Eternal inspired
There's more but that's what I remember off the top of my head, all of these are FPS games with SP campaigns, pretty good up to excellent level design and so on. They're not particularly strong story-wise though, the focus is on gameplay.
I wouldn't pay $70-80 for a game unless it's truly exceptional. I'd pay that for ER but then again I only know how good it is because I already played it. Haven't played BG3 so I can't say whether it's good enough or not to be worth that money, so it's a chicken and egg sort of problem. If you want to make that kind of money I'd say just sell a $50-60 base game and make a $20-30 expansion, I will buy the expansion if the base game is that good.
>They're not particularly strong story-wise though, the focus is on gameplay.
in these games, story only needs to be as good as to justify the gameplay, so thats more than fine
>arena shooter retroslop
None of those are arena shooters, are you moronic?
>8-15 hour linear action/adventures are sold for $50-$60, but without the Naughty Dog-level cutscenes currently expected of them
>open world or FRICKHUEG in general games like BG3 or Elden Ring that will run you a minimum of 50+ hours without speedrunning are $70-$80
Would you accept this?
To encourage consumers to buy shorter games yeah I'd accept that.
I don't buy games anyway.
they didn't go extinct, they just moved to the realm of the AA/indie game because ironically despite this being the most movie-like way to make a game big developers want you to play their game forever because it makes more money
a lot easier to monetize paypiggies if it's a multiplayer-focused game. People's dumb monkey brains want to show off to others, even if just to anonymous morons online, so it's a lot easier to get them to pay for microtransactions, skins, and hundreds of dollars worth of bullshit DLC
drm