So Allegedly Infinite Wealth is 100 hours... not that you can't already spend that long on the games if you really want to, but I'd say it's the first time that could be said to be the base experience rather than a time only hardcore completionists are likely to get.
Yokoyama was talking at length about wanting to make the game worth the price tag since the team is incredibly conscious about the value of the players' time and money. They essentially feel they owe players ten times what they paid, so they're aiming for "an enjoyable 100 hours, but also an unforgettable 100 hours."
If they pull it off, I personally think it'd be 100% worth it and not just a "well other studios are doing it so we can get away with it too" price hike... I'm at least happy to know that's not the intent, and I'm intrigued to see how everything pans out and what the ratio is between story and side content
oh yayaya i saw that article this morning!!! 100 hours is actually so unfathomable to me in terms of an rgg game- i mean y7 was At Minimum around 45~50 hours but when i think of other RPGS that easily dip into 70's and 100's of hours, i'm not too surprised to see LAD start to climb towards those numbers now. it'd be such a jump in rgg's terms tho, so i'm TRULY curious to see where the nearly doubled gameplay hours comes from..
i really appreciate yoko's respect not just to RGGS but also to its customers: they want to make a great product, but they also don't want to sacrifice what they want to do to do that in the process
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how do you feel about the new tf2 leaks?
Oh it big sucks!
listen, this leak honestly makes me so mad im not even joking. not because of like, leaks like this cause so much trouble for the developers who own them (in how to combat it), or for the source licencees who are affected by the leak, but WHO it affects in this community.
say you've been working a beta recreation of 2Fort from Trailer 2 (since it's the version with the most footage), you've been working on it in your spare time for the past... 6 years lets say. you know the ins and outs of this map, you've watched footage and studied screenshots from around August 2006, and you've made an intense list of all the eras of 2Fort to ensure you have a timeline of eras so you know which to avoid and such.
so your beta 2Fort recreation is as accurate it can be from all the public media you could find from it. you've even gotten the sewers to be as low as they were in the beta combined with the higher water. there's some things left to your interpretation of the map, since the sewers have never been shown for example, and you push it out for people to play around on. this was basically your hobby for the past 6 years, and it meant so much to you to be able to create something with a love you can't put to words.
suddenly. the worst thing imaginable. a month after you post it? an entire developer repo leaks. and lets pretend it's got that version of 2Fort intact. that's a serious gut punch BUT, then you get comments from folks like "oh the actual 2fort leaked" "this is obsolete now" "oh well a recreation couldn't ever top a leak". it's demoralizing. it breaks their spirit for something they worked so hard on. the one thing you loved working on? well seemingly it doesn't matter now to the community you painstakingly made it for.
that's what hurts for me, is the people who've created content based off of things from TF2 (like the Spellcasters Witch), whom have made it from scratch, added their own personal touches like different outfits and hairstyles, to the ability to allow the user to recolour every part of that outfit. then a leak comes along and it seems everyone's ferally knashing their teeth at this leak. no leak can ever come close to the kind of love community members put into stuff.
that's why i hate this leak. and even with the 60 gigabytes of stuff that's leaked? people are still like "oh well this doesn't have everything 🙄". like sorry 60GB wasn't enough for you?
i hope we never see a TF2 leak again. this shit sucks and i hate the community around it.
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wait so ok hypothetically i decided to model unclean realm in three.js no good reason
what do i need? rocky terrain. rocky mountain, military gates. Siheyuan style house somewhere, and then?
thats for like a low accuracy first draft. thats what it looks like right?
im kinda confused
are those outpost towers? they kinda look like it but kinda not. what is that?
im really not understanding whats going on over here. what is this layout?
there seems to be a good amount of foliage
is it really that much? i remember more rocks there. but also thats untamed concept art.
that and i dont remember shit
so my plan right now is to use models from online. either buy or free ones. and then as i start refining the area, ill start learning how to make my own for the specifics
and the aim is to go for as much realistic lighting/shading i can manage. i should aim for cartoon but i really dont know the fundamentals of light and color enough to stylize. making shaders or whatever shouldnt be too bad
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Here's some Ashe deep lore. CW sexism, misogyny, some trauma, depression and over-all a stressful time. Read at your own convenience.
I used to work in the gaming industry for an indie company. Watching some of you react to no Silksong news brings back some horrors.
To preface: The company that I worked for was a very small independent gaming company based out of the Netherlands -- so it was a remote position. We made a few different titles, none of which were wildly successful, in large because of major design flaws (examples include: story not mattering, too much emphasis on PVP in poorly balanced titles [and making the game COMPLETELY DEPENDENT on pvp in some cases] and most egregiously, no real direction beyond 'it should be fun.')
I was hired as a Community Manager initially. My responsibilities for this job largely involved managing the forums, doing news updates, sending out (Not writing) press releases, hanging out in the chats of our games / playing the games sometimes with players, and coming up with fun events. My colleague/boss was senior community manager, and she ran a very successful gaming blog (more successful than most of our games initially -- until she closed it). Both of us were/are heavily involved in games. I am more of an RPG and horror title enthusiast and she was a big fan of RPGs as well as FPS games. We both have a pretty wide repertoire of experience combined. She was a world's top 50 raider in World of Warcraft at the time of this all going down.
I should preface: I am AFAB. I, unfortunately for me, have a very feminine voice. At the time of this all happening, I was also still using she/her pronouns. So was my colleague.
During our experience as Community Managers, we were forced to do marketing despite neither of us knowing how to do that (examples include understanding metrics, learning how Google algorithms worked, composing and distributing Press Releases as well as finding the sites to send those TO).
Here's some examples of the awful things that she and I endured under this company:
80+ hour work weeks, where we were required to detail out with time sheets daily everything we did and what the reasons were. I think I clocked in 16 hour days most days and I was required to work weekends.
On Christmas, our boss called and screamed at my colleague because she and I dared to want the day off to spend with our families (we were not allowed any holidays).
My colleague was forced to work -from the hospital- while her mom underwent life-saving surgery, under threat of being fired.
"You look like a crayon eating [r slur]" is an actual phrase that was used to describe her because of a picture she was using of herself.
We both got told, numerous times, that "girls can't make strategy games."
We were blamed for them releasing an RTS/Tower Defense title the same day as Left4Dead despite my colleague telling them numerous times that that was a mistake.
I later got promoted to Project Manager, but I was still making over $1000 a month less than my male colleague who I hired. In order to get me a raise, he had to take a pay cut. I put in more hours than he did, by his own admission, and worked twice as hard. He was questioned far less on whether or not his work was "efficient."
There are more stories but in truth, I have blocked a lot of it out of my mind. She and I both ran screaming from the gaming industry and have nothing to do with it now in our professions for a reason.
The worst part of all of this is that this is not at all uncommon. This is unfortunately very typical of the industry -- there are good companies, but you hear about these horrors lot less often than they actually occur.
Why do I share this? Because when I see you all screaming about wanting Silksong news, I want you to remember what indie developers go through. And maybe have a little empathy. Good things take time.
(No, I am not saying this is happening at a little 3man studio. I am just telling you, as someone who has worked in the gaming industry, that you should try to be a little more understanding of how hard it can be for some of us.)
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