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Cake day: June 18th, 2023

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  • Also a great point.

    I’m not ruling anything out at this point. It could be a classic case of a greedy corporation pushing out the real artists in order to exploit the art. It could be that the devs (specifically the 3 guys involved in the lawsuit) got lazy after they got paid. It could be both, neither, something else entirely. Honestly with how things go these days I’m just grateful there hasn’t been anything distasteful enough tl give me qualms about playing Subnautica.




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    2 days ago

    That’s how bonuses work. If it was guaranteed regardless of how the company perfroms, it wouldn’t be a bonus.

    It is entirely possible that, even if they had released Subnautica 2 in its current state right now, it may not meet sales expectations and no one would get a bonus anyways. They could make a great game and the marketing team drops the ball- no bonus. They could market like crazy but the game sucks- no bonus. Data breaches or corporate embezzlement or world war- there are tons of factors that could prevent them from meeting those goals.

    The amount is also important because it is being used by the position to try to support an argument that Krafton made this move in order to avoid paying the bonus. When in reality the cost of that bonus payment is probably a tiny fraction of what they are losing by delaying the game.

    Personally I hate bonuses, and I have always advocated at my company for more of the payroll to be structured as salary. But other colleagues of mine really like bonuses. They like the increased reward and risk involved. It comes down to risk aversion, so I’m not going to call those people or employers evil or anything just because it’s not my preference.

    I’m also not defending Krafton’s decision to replace the leadership and delay the game. Personally I suspect that they did so in order to add more monetization to the game, but that’s impossible to know until reviews start to get published. I will say that no one should pre-order the game, but I would also say no one should pre-order any game. Why are people pre-ordering games at all?

    And what if Krafton is right? What if the game is actually in a state right now that would disappoint customers? Seems like for the last decade every videogame community has been complaining about games being released as unfinished and buggy meses. No Man’s Sky and Cyberpunk for example. Any time Nintendo delays a game, all their fans applaud and share the Miyamoto meme (“a delaged game is eventually good, but a rushed game is forever bad”). So I’m really surprised to see that a publisher has come out and admitted that they think the game needs more time to meet customer expectations and instead of applauding them for taking the loss the Internet is instead promoting these weird conspiracy theories that don’t add up to explain how it’s actually bad.


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    2 days ago

    The $250 million bonus was due to kick in if Unknown Worlds hit certain revenue targets by the end of 2025

    The whole key to this is how the bonus is structured, and that is unknown still. They very well may have just been something like “10% of net profit, capped at $250 million”.

    If the whole cost of the game was JUST $250 million, that would put it in the [top-15](The $250 million bonus was due to kick in if Unknown Worlds hit certain revenue targets by the end of 2025) most expensive games we have official numbers for. This doesn’t pass the smell test.



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    2 days ago

    Is it still more expensive if they just shelve it

    Yes. Like, it’s not even a question it’s more expensive to delay it. First of all, they are choosing to pay for 6-12 months of extra development, which alone is probably several times more money than the bonus that they would have paid out. I don’t know what their payroll is, but we don’t need to know because math.

    If the bonus was for 1/2 annual salary per person (which would be insanely high), then the cost of the bonus would be the same as 6 months of additional payroll. Meaning that with any longer delay than 6 months or smaller bonus structure than 1/2 of annual salary, it becomes more expensive to delay the game. Both of which are incredibly likely in my opinion.

    And that’s just salary. It’s possible the studio was planning on laying people off after release, but more likely that they would have moved to a other project that is currently wrapping up pre-production. So this is causing a cascading effect unless they hire additional staff to catch up.

    Then you have marketing costs. The rule of thumb in the industry is that half the overall budget is marketing. There are all sorts of contracts they probably had- digital stuff like banner ads on websites, on the console digital storefronts, partnerships with twitch streamers and YouTubers and review websites, physical stuff like cardboard cutouts and fliers. They may have started printing for boxes for physical releases (though I’m not sure whether this game would have had one or not). They may have started acquiring merch inventory: shirts and stickers and backpacks and flashlights and more perhaps. Some of these contracts they may be able to postpone or cancel, but they certainly aren’t getting back 100% of what they paid.

    And in all of this time they aren’t getting the huge revenue spike they were expecting. The vast, vast majority of a game’s revenue comes at launch (excluding live services, which this hopefully will not have). They need to survive another year on the trickle of revenue coming in from the sales of their other games, or Krafton may need to pump more of their own money into Unknown Worlds. Or debt.


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    2 days ago

    I’m at least willing to wait until it gets reviews to make a sound judgement.

    I don’t think the bonus would have been a big enough reason to delay the game. Delaying a game like this relatively last-minute and giving it an extra year of development is waaaay more expensive than the bonuses would have been. That’s a gigantic revenue spike they were expecting to get this year and now have to push out to next year, and they may well end up paying out similar bonuses next year too.

    My suspicion, from the history of Steve Papoutsis, is that Kraftom wanted to add in anti-player elements and the original founders refused. Probably micro transactions, or maybe even having a bigger multiplayer focus to make it closer to a live-service game. Some mechanism to get money from customers beyond the original purchase. I suspect crap like that will be reason enough not to buy the game when it comes out.





  • Perhaps i’m too optimistic, but I think these conflicts tend to be resolved much earlier on. I don’t think someone just wakes up one day and says “hey I want to be an evil selfless despot”.

    Not a dictator, but I think a close enough example is Mackenzie Scott, formerly Bezos. I don’t know her or Jeff personally of course. We know about Jeff’s privelege of course, but Mackenzie was the daughter of a financial planner and granddaughter of a natural gas executive herself. The two of them met working at a hedge fund. I hate hedge funds and think they shouldn’t exist, and I suspect there was some nepotism and privelege that helped them both get there, but i’m not going to call everyone who works at a hedge fund or benefits from privelege evil.

    Then they quit to start Amazon. Privelege aside I am sure there was a lot of hard work and risk in those early years. She reportedly did a lot of work while also having 3 children (and they adopted a 4th), and she also put off her passion of writing novels to do so. I’ve known a lot of people who own their own small businesses, and there’s a lot of hard decisions and sleepless nights involved. I’m sure they both made mistakes and learned lessons, and occasionally made selfish decisions.

    To use a scientifically inaccurate idiom- the frog boiled. Amazon became more ruthless, certainly unethical, and most likely violated antitrust laws that never get enforced. They applied more pressure to everyone - their employees (which led to union suppression tactics), their suppliers, their customers, governments, and that’s just what I know about.

    It’s possible that Mackenzie knew about all of that and was fine benefitting from it until Jeff cheated or grew distant or whatever. But from her quotes and her actions afterwards, it seems like she had enough of the exploitation. She divorced him in 2019, getting half of Jeff’s net worth and making Musk the world’s richest man instead.

    She signed the Giving Pledge, which at face value is basically a promise to give away most of her wealth to charity in her lifetime. The efficacy of the Giving Pledge is beyond the scope of this comment, but according to her website she’s given away over $19 billion. Philanthropy like that can often be a shady scheme to funnel money to friends and family, avoid taxes, or lobby governments for favorable legislation. It’s possible that she is doing some of that too, but I haven’t seen an expose yet. So maybe she actually is giving that wealth back to the world.

    She also has written and released a couple of novels. Maybe she hired a ghost writer, and I’m sure her money helped her get published, but it does kinda seem like that was her dream and she followed it. She also married (and shortly thereafter divorced) a private schoolteacher- not skme celebrity or politician or billionaire.

    Maybe it’s just a well-crafted facade, but from a distance it looks to me like a rare case of someone actually realizing that such wealth accumulation was bad for the world and stepping away from it. She’s still quite wealthy, allegedly with a net worth over $30 billion left, but that kind of money takes time to get rid of and she seems to be making progress.

    Questions like “how much money should a person be allowed to have” are details that are going to change over time and I’m not sure what the answer is right now, but at the very least i think the world would be a better place if more billionaires did what Mackenzie Scott is claiming to be doing.



  • God of War. I played 1,2, and 3 and they were all pretty much the same. I think a lot of the hype was from marketing and edge lords who were thrilled to have so much blood and some low-poly tits on the PS2. Once you get past the spectacle, the combat is a slog of mashing the Square button until the game decides to stop spawning HP sponges for you to hit. The puzzles are tedious and annoying. The platforming they try to force in just doesn’t work with the physics and controls. The music is bland and generic “epic symphony” stuff that may as well just be from a stock music library, with no Greek influence at all. The story is a generic and modern story with a thin vineer of Greek mythology. Kratos is less of a character and more of a reason to move the game along to the various locations. I know it’s not a completely fair comparison, but Hades used Greek instruments to create greek-influenced and interesting music that I still find myself humming and drumming to years later. Hades also did a way better job of using actual Greek mythology to create a narrative that would actually fit in that cannon.

    I remember playing Knack 1&2 and thinking “wow, this is like if the old God of War games were fun”. Knack is far from perfect of course, but is largely a similar series that cares more about being fun than being mature.

    I’m playing through the 2018 God of War now. Completely different, and honestly a few hours in I’m still not sure why they chose to make this a God of War game staring Kratos instead of just making it a fresh IP. Maybe more lore reasons will be revealed, but so far it seems it was just to capitalize on the brand for marketing reasons. The music is still not a strength, but it’s better. The environments are better. The combat is still pretty boring with way too many boring enemies with way too much health, but it’s better. This is the first game where I’m starting to get tired of the same UI and over-the-shoulder perspective that other Sony games have used lately (Ratchet and Clank, Uncharted, Horizon, Spiderman). GoW, like most of those games, has an unnecessarily complicated itemization and leveling system that just bogs the game down, and feels almost inspired by MMO’s or gacha mobile games.

    It does a great job of characterization, with plenty of small, subtle, beautifully written moments that grant insight into personalities. The boy is annoying, but I can see that’s the point so I mostly don’t mind. It’s really annoying how the game won’t shut up- there’s always someone saying something, and if you even just stop moving for a second someone pipes up to remind you of what you should be doing. It doesn’t have space to breath. The puzzles are better than the prior games- they are an acceptable tool for pacing but aren’t great by themselves. The story seems a lot better, with much more attention given to original Norse mythology.

    With Uncharted I could push last the mediocre puzzles and bullet sponge enemies because the cutscenes were really good and the stories were fun. For Ratchet and Clank I can ignore how the humor has gotten worse and more juvenile over time because it’s still fun to platform, dodge, cycle through weapons, and kill tons of enemies. For Horizon Zero Dawn… Actually I don’t have many complaints, that was a solid title. For GoW (2018) there’s just nothing pulling me back to it.



  • My personal theory is that a lot of the love for The Witcher 3 in particular stems from the fact that very early on it has a sex scene with full nudity, with a female character who is supernaturally hot according to the lore. There’s several women Geralt can seduce, and I suspect a lot of people who mostly play hentai games were in shock to play something with more exciting gameplay than match-3 grids or a jigsaw puzzle.

    The Witcher 3 doesn’t seem like a bad game, but I’m similar to you in that I’ve bounced off it a couple times after a few hours. There’s nothing particularly bad about it, but nothing that really grabbed me and made me want to keep playing more either. I still plan on giving it another shot eventually.


  • I feel similar. After having tons of people tell me for years I need to get into them, I finally played Bloodborne, which multiple people have told me is their favorite.

    I pushed through it on my own first. I actually didn’t die quite as much as I expected, though I definitely had to spend time watching YouTube videos and reading 3 different fan-made wiki’s to figure everything out. I managed to finish it, but I didn’t think it was worth it and would not have finished it if not for wanting to be able to talk about it with my friends.

    Then I did another playthrough with a friend doing co-op. When it worked (ugh) it was a way better experience. Partly because of my previous experience - I had a better feel for how to build my character, I remembered most of the environments and enemy placement, and still had that muscle memory from my first run. Partly because it’s better as a cooperative experience. Having an ally makes the world feel less desolate. Having another player to take aggro so you can heal is huge- some bosses almost feel like they were designed for multiplayer. And it’s fun just cracking jokes and hanging out, making fun of how ridiculous some of the stuff is.

    I still don’t have the love for it that other people do though. I agree 100% on the aesthetic: everything in Bloodborne is just dark and wet and looks the same. FromSoft makes a LOT of game design decisions that are different from most other developers in terms of what they prioritize. Which is fine, but there are aspects of design where they clearly cut corners and the fanbae seems to laud it as a desirable artistic choice. I shouldn’t need to spend hours watching YouTube and researching fan sites to learn how to play the game, and I would argue I shouldn’t have to do that to appreciate the story. They simply do not respect my time.

    The multiplayer barely works. It’s restricted to bosses and the areas leading up to them, and costs Insight (a valuable and kind-of finite resource) to use. Simply connecting is a tedious pain. You can only play either completely online or offline, so if you want to play with a friend you have to accept your whole world cluttered with annoying and distracting messages from random players and the specters where other players died. And that also opens you up to having hostile players gank you. Like… Why can’t my friend and I just pair up and play through the whole game together without inviting the rest of the internet too? Why does it cost Insight? Why are the caps for stats never communicated to the player? Why does the Hunter’s Axe do primarily Blunt damage while the KirkHAMMER does almost no Blunt damage, and for that matter why aren’t the damage types explained anywhere? I’m still not sure why some gems increase Attack, others increase Physical Attack, and others increase Blunt or Thrust, plus there are hidden damage types.

    The game feels like it was designed to really get good on your second playthrough and beyond. Especially NG+, although even starting a fresh file again is much better than the first playthrough. Kinda reminds me of how some MMO fans like to say “it gets good after the first 100 hours”. For most developers, the player onboarding experience is one of the most important parts to be developed, but FromSoft basically skills over that and outsources it to their community of hardcore fans.


  • Shining Force is a classic. Basically Seva’s answer to Fire Emblem.

    Wargroove is pretty good too. Kind of like Advance Wars, but in a more medieval fantasy setting. From an indie dev with pixel art. My only real complaint is one I have with all modern “retro pixel art” style games: the “pixels” can move by much smaller increments than themselves. I wish games that used that style would align everything, including animation, to the fake pixels. It looks kind of busy and messy imo. It doesn’t bother me enough to ruin Wargroove though.

    Banner Saga was pretty good. It’s a combination of tactical RPG with mostly text-based choose-your-own-adventure style elements between battles. Still haven’t played the 3rd one, but I enjoyed the first 2.


  • I think you need to go back to middle school science to understand the importance of sample size. With a sample size of 1, it is not possible to isolate variables and determine a correlation, let alone causality. Was the driver under the influence of any substances? Was this on a section of road or intersection that was poorly designed or maintained? Were any parts of the bus or bike poorly designed or malfunctioning? And while I hate to blame victims, if the goal is to understand what happened and prevent future incidents, we need to understand the victim’s behavior and how that may have contributed as well. What a case study, particularly an individual death or injury CAN tell us is that we need to further study the situation to learn how it happened and how to prevent or mitigate it in the future.

    And of course, I mentioned several other personal vehicles as options. Over 40k people die each year in the US alone from all motor vehicle collisions- we should also be looking at legislation to sedans, vans, busses, motorcycles, roads, and everything else safer. However, compared to busses personal vehicles are WAY more dangerous. To the point where it’s kind of silly to even display this data in a bar chart.

    Here is a study looking at a larger sample size. Trucks and SUV’s are more likely to strike pedestrians and more likely to be fatal.

    Or are you suggesting we should do nothing? Just accept the fact that manufacturers are allowed to design and market death traps, and individuals are allowed to rampage through the streets as they please? Maybe we should remove seatbelt requirements too while we are at it?


  • Why do they need to do it “better”, and how are we defining “better”?

    Those vehicles are all much better at not running over pedestrians. They get better fuel mileage when not towing things, which is the vast majority of the time. They fit into parking spots better. We could go on and on arguing the pros and cons of these classes of vehicles and how good or bad they are at different things. And then we can dive further into specific models and how electric trucks might get better mileage or how kei trucks are much closer to vans than modern American trucks. Or even how small pickup trucks used to exist in America and we’re mostly fine. Or we could look at things like how all the biggest logistics companies in the world have put billions of dollars into developing their own vehicles and none of them have landed on pickup trucks.

    Honestly I don’t really care how good a vehicle is at towing or hauling stuff. If it cannot do so without losing a ridiculous risk to pedestrians and property it shouldn’t exist. There are tons of products that have been banned despite being very effective at what they were designed to do because they also happened to be good at killing people.