this post was submitted on 18 Nov 2023
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[–] [email protected] 153 points 1 year ago (10 children)
[–] [email protected] 74 points 1 year ago (2 children)

You've just added another month to the release date.

[–] [email protected] 25 points 1 year ago

Made the release date ONE MONTH BETTER.

[–] [email protected] 15 points 1 year ago (1 children)

The release date can be calculated as:

x = gabe(n)

Where the function gabe multiplies the number of mentions of the game (signified by n) by months since it’s last mention

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[–] [email protected] 53 points 1 year ago* (last edited 1 year ago) (6 children)

Half Life Alyx was sick and demonstrated everything VR could be. I will standby that statement and tolerate the flamers.

[–] [email protected] 21 points 1 year ago

Hard agree. That game is what I hope the future of games is like. Meeting Jeff is one of my favorite moments in gaming.

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[–] [email protected] 68 points 1 year ago (4 children)

Is Gabe slowly turning into a wizard

[–] [email protected] 28 points 1 year ago

Gabe has remained a wizard through all of time

[–] [email protected] 17 points 1 year ago (1 children)

I'm pretty sure he is Santa

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[–] [email protected] 7 points 1 year ago
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[–] [email protected] 61 points 1 year ago (5 children)

tbf that's a lot easier to say when you're the president of one of the richest companies in the industry. I don't disagree, but not everybody has the resources to just keep developing forever, and that's easy to forget too.

[–] [email protected] 62 points 1 year ago (1 children)

But he's also president of one of the richest companies in the industry because he always said this.

And while your point is valid for smaller studios, it feels like it's usually used by the big ones that do have the resources, but would rather give more money to investors.

[–] [email protected] 13 points 1 year ago (1 children)

Yeah, no one has a problem with small indie groups doing early access, aka terraria, rimworld, factorio, minecraft. It's about keeping expectations in check and having a good fun base game.

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[–] [email protected] 18 points 1 year ago

It's often enough AAA with tons of money that force insane crunch to hit a release date and still have buggy, uncompleted games.

[–] [email protected] 15 points 1 year ago

In the documentary this quote is from he said that about thr development of HL1. To be fair the devs themselves said they voluntairily crunched quite a bit and had some time constraints at the end of the game.

[–] [email protected] 7 points 1 year ago

Fun Pimps were a smaller company and they have been developing 7 Days since my gramps was in nappies!

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[–] [email protected] 35 points 1 year ago* (last edited 1 year ago) (6 children)

suck is forever

Why is the consumer just expected to roll over and take it when a game sucks instead of the responsibility being on the publisher to release updates until the game resembles what was originally advertised? Games aren't on ROM cartridges anymore, you can still improve the game after it's released.

Look, No Man's Sky set the precedent for what you're supposed to do when your game sucks at launch. And we should expect nothing less from game studios with ten times the person-power and money.

[–] [email protected] 55 points 1 year ago (10 children)

No Man's Sky is a great redemption arc, but it would have been better if the game hadn't sucked at launch

[–] [email protected] 13 points 1 year ago

Yeah, if a product is sold, I expect it to work for the most part. Now, mistakes happen, and not much to do about very obscure things and it's great if thing can be added afterwards.

But what I want, and this is apparently wild, is a finished 1.0 product that works as expected.

[–] [email protected] 7 points 1 year ago* (last edited 1 year ago)

Obviously sucking at launch is bad. But it's inevitable that some games will suffer that fate and as No Man's Sky showed, that's no excuse for the game continuing to suck after launch.

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[–] [email protected] 13 points 1 year ago (1 children)

Gabe was talking about the making of Half Life, back when you shipped your disc and that was that. And the game was, apparently, crapola.

Same kind of deal with the original Deus Ex. It was a spaghetti of poorly interacting systems until the devs were able to make it all click together.

[–] [email protected] 9 points 1 year ago (1 children)

Gabe was talking about the making of Half Life, back when you shipped your disc and that was that. And the game was, apparently, crapola.

There were patch and updates back in the day. The problem was that not everybody had a good internet connection or a connection at all, during the 90's.

Games like Daikatana and SiN were flops due to bugs that required patches to fix.

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[–] [email protected] 9 points 1 year ago* (last edited 1 year ago) (1 children)

CP2077 had a bunch of issues on release as well. Much better now. I feel like they(developers) need to bring in different testers near release. If you have the same testers whom have been testing builds for years it can probably be hard to see the issues with the same clarity.

Also stop having release dates. Just use vague terms like 2nd half 2024. When you get the release build, anounce a date, like a month later, give your devs a couple weeks off as there will be missed bugs after release. Hard release dates aren’t helping these situations.

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[–] [email protected] 7 points 1 year ago* (last edited 1 year ago)

Because people will pre-order games to the point that it's made a healthy profit even before it's even released. Consumers vote with their wallet and for some reason gamers just constantly choose to show publishers that shoddy, half-assed products are good enough for them.

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[–] [email protected] 34 points 1 year ago (2 children)

However, delay also doesn't mean a better product. It's possible for a game to be delayed a ton, and then still really suck.

Delay doesn't equal good. DN: Forever and Aliens: Colonial Marines made that clear.

[–] [email protected] 8 points 1 year ago (2 children)

Didn't colonial marine turn out to actually have really good AI that totally changed the game feel that had been broken by a single misplaced semi-colon or something?

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[–] [email protected] 30 points 1 year ago (7 children)

The real question is... Can indie games publishers afford the delay of a game?

[–] sudoku 11 points 1 year ago

Valve was a completely new company then. They weren't going indie, but Sierra didn't pay them for the remake of Half-Life. In the documentary they talk about financing it by creating Half-Life: Day One.

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[–] [email protected] 25 points 1 year ago (4 children)

Counterpoint: Star Citizen.

I'm not being snarky there. If there are no deadlines and unlimited feature creep, you get Star Citizen. Or rather, you never get Star Citizen except as a janky hyper-monetized pre-alpha.

[–] [email protected] 8 points 1 year ago

Yes, landing is difficult.

There is delaying to release a higher quality product and delaying while having features creep... Not the same thing.

[–] [email protected] 7 points 1 year ago

Nah star citizen was a scam first, game second. If it ever produces a game it will have been purely incidental to continuing to run the scam and milk those whales

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[–] [email protected] 22 points 1 year ago

Me disappoint you long time

[–] [email protected] 20 points 1 year ago (2 children)

I mean, Miyamoto said pretty much the same thing long ago. Glad to see Gaben being on the same wavelength.

[–] [email protected] 13 points 1 year ago

There's no way he didn't know. You don't exist in that industry and not know.

[–] [email protected] 18 points 1 year ago* (last edited 1 year ago)

Game developers seem to be very afraid to change core features or the story of the game in a major way (even if the actual work would not be too extensive) after release. But there are enough examples where games improved a lot after release.

Sure, the initial impression of the game might be ruined, but that is more a consequence for the producers that most often where responsible for the rushed release, than for the gamers or developers, of the game is fixed afterwards.

[–] [email protected] 16 points 1 year ago

“Suck is forever”

That’s some Gen X Yoda shit.

[–] [email protected] 13 points 1 year ago (1 children)

Joke on him, often game gets delayed under this exact pretext and it suck anyway.

[–] [email protected] 6 points 1 year ago

I think it becomes a mixture of too early and delaying.

Some games clearly need another year to finish but they delay it for half a year and wont allow more for themselves

[–] NostraDavid 13 points 1 year ago (4 children)

While this was true in a pre-Steam world, it hasn't been true for a while.

See Terraria (which didn't suck, but was lackluster compared to how the game is now), No Man's Sky, Cyberpunk 2077.

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[–] [email protected] 11 points 1 year ago* (last edited 1 year ago) (2 children)

Some basic things to note, that may or may not be obvious.

  • Producers and shareholders are the ones still thinking gaming audience can be milked at the same rate as the past few decades.

  • The alternative to current model of game launch + DLCs/features added over the year is that the game is not launched at all until ready and full featured.

  • Gamer audience is privileged, consumerist and impatient. And most of the audience is either autistic or neurodivergent with impulsive and/or compulsive disorders, and have unstable hyperfocus and obsession issues.

Edit: "most" people are not but a significant number of people are. That was overestimated. Our generation's psychological patterns differ from the ones before that did not play these modern and/or 3D games.

[–] [email protected] 16 points 1 year ago (2 children)

And most of the audience is either autistic or neurodivergent with impulsive and/or compulsive disorders, and have unstable hyperfocus and obsession issues.

Really? Most of the audience?

[–] [email protected] 12 points 1 year ago (2 children)

Seriously this take is fucked up. Let's put gamers in a bucket of mental cases because they like to play Tetris lol

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[–] [email protected] 9 points 1 year ago* (last edited 1 year ago)
  • The alternative to current model of game launch + DLCs/features added over the year is that the game is not launched at all until ready and full featured.

I haven't seen significant numbers of people complaining that their drip feed of content isn't coming fast enough. I've seen people complaining about spending a non-trivial amount of money on a visibly broken game that clearly had plenty of developer resources for microtransactions and loot boxes.

Gamer audience is privileged, consumerist and impatient. And most of the audience is either autistic or neurodivergent with impulsive and/or compulsive disorders, and have unstable hyperfocus and obsession issues.

Being a game developer had its moments but was still easily the worst job I've ever had, predominantly due to the community.

That said, I still wouldn't go diagnosing millions of people with some bullshit I just made up.

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