• some_guy@lemmy.sdf.org
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    7 hours ago

    That’s the entire tech industry. I got in at the tail end of it being full of nerds who were interested in computers. Then jocks and the like found out it pays really well and now it isn’t fun anymore.

  • hark@lemmy.world
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    6 hours ago

    The weird people are still there, but development teams are much larger now, so their input is not as prominent. Plus the budgets are so large that a flop can heavily damage a company or even ruin it, so they’re very risk-averse. We need more AA or A games instead of relying so much on heavy-hitters.

  • Coreidan@lemmy.world
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    8 hours ago

    I stopped playing AAA games years ago. They are all trash.

    Indie games are where it’s at

    • Sixty@sh.itjust.works
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      5 hours ago

      Not all, but yeah. 75% of my wishlists are weird and interesting indie stuff from the constant Steam demo fests.

    • dil@lemmy.zip
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      7 hours ago

      The good ones are solid tho and last a long time, I do prefer indie/smallteam for the most part now

      • dil@lemmy.zip
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        7 hours ago

        vrs got some cool unique stuff, vtol vr is solid gaming still got some really cool stuff coming out, I wanna live in a world where vtol vr is as popular as cod

    • Edgarallenpwn@midwest.social
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      8 hours ago

      I’ve mainly been an Indie gamer since 2012 or so. My last gaming build is almost 7 years old, but I think the last AAA game I played was during lockdown and that was just because it was a way to hang with friends. At this point I just play indie ports on my phone.

      Funny enough, after going through my Steam recently played, the last AAA game I enjoyed was Nier.

    • SupraMario@lemmy.world
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      8 hours ago

      Dunno why you’re being downvoted, that game was insanely good. Mediocre shooter, but the story was amazingly good.

      • outhouseperilous@lemmy.dbzer0.com
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        4 hours ago

        More than ‘story’, the way they made every part of the game about it.

        It was mediocre/workmanlike when viewed entirely as a shooter. But most of the gameplay just used ‘shooter’ as framing.

        • pugnaciousfarter@literature.cafe
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          6 hours ago

          Yeah, personally a huge fan of the game, but if you think spec ops the line is the last best game, then you really haven’t played that many good games since.

          There’s also such a thing as subjective tastes and I believe that it’s more so significant in games because of how diverse they are.

    • TwoBeeSan@lemmy.world
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      9 hours ago

      no.

      That entire credit sequence is high water mark for games as a medium.

      Every emotion.

      Drunk ass man writing his characters, crying in a room alone. The thing we need more of lol. Will purchase any game his name is attached to.

    • mohab@piefed.social
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      7 hours ago

      This take sucks. There’s a clear cap on what indies can do because they have a limited budget. Whatever their output is, it’s not comparable to big studios output.

      What the market lacks is quirky games on a medium budget, which’s not what indie scenes provide.

    • andros_rex@lemmy.world
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      11 hours ago

      Yeah, but how survivable is making indie games? Unless you make it big, you aren’t paying rent that way.

      • redwattlebird@lemmings.world
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        7 hours ago

        That’s why you need public funding to support and nourish the industry. We’ve got that in our state where we can get grants to start up studios. This allowed for studios such as Massive Monster to be created.

        VC funding isn’t great because they can pull out if the project or investment doesn’t suit them. See League of Geeks.

  • ansiz@lemmy.world
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    8 hours ago

    Everyone should go check out The Alters, it is a pretty weird game but a lot of fun with a great story and atmosphere. It’s a space survival, resource/building, race against incoming death game.

  • Pennomi@lemmy.world
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    17 hours ago

    Makes sense. AAA games are finance projects more than creative projects. Yeah there’s a lot of art and writing and stuff, but it’s all calibrated to make the most money and anything that threatens it is jettisoned. This makes them formulaic to a fault.

    Indie games are passion projects, so you see a lot of weird stuff out there. Most of them are utter failures, financially, but the ones that survive are truly something special.

    • squaresinger@lemmy.world
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      12 hours ago

      20 years ago AAA games could still experiment, but that was because back then AAA games had about the same budget as big indie games now.

      You just can’t gamble if you have 10k employees and hundreds of millions riding on it.

      • phdepressed@sh.itjust.works
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        11 hours ago

        Being “safe” is also a gamble, if you aren’t bringing anything new or unique you’re gambling that the title or brand is sufficient for success.

        • squaresinger@lemmy.world
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          9 hours ago

          Less so though.

          Yes, being “safe” means you won’t make the next Minecraft, where a hobby budget turns into the best selling game of all time. But it also means that the people who buy every instalment of Fifa or Assassin’s Creed will also buy it.

          These popular franchises almost always turn a calculable profit as long as they don’t experiment and do something new that bombs.

          As sad as it is, it actually does work out.

          That’s why we gamers shouldn’t trust on AAA titles bringing something great to the market. If you want to play a game like you watch linear TV (plonk down on the couch/in front of the PC and to whatever to relax and waste time), then AAA is great. If you want to play something new, something exciting, something that you haven’t played before, then go with lower-budget titles.

          AAA is the McDonalds of games. You don’t go to McDonalds for the freaky hand-crafted vegan fusion kitchen bacon burger with crazy Korean curry mayo and caramelized lettuce.

        • grrgyle@slrpnk.net
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          10 hours ago

          Fear of failure becomes self fulfilling, yeah. You get so worried about making the wrong move and losing money that you can have your spotlight stolen by a challenger doing it fresher for 1/10th the budget.

      • drosophila@lemmy.blahaj.zone
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        9 hours ago

        20 years ago people were complaining about the same lack of creativity in the AAA scene, saying that gaming was better in the 90s. In fact I remember it was a common talking point that AAA gaming had gotten so bad that there would surely be another crash like the one in '83.

        Here’s how I see it:
        From a gameplay standpoint: My perception of the mid to late 2000s is that every AAA game was either a modern military shooter, a ‘superhero’ game (think prototype or infamous), or fell somewhere in the assassin’s creed, far cry, GTA triangle. Gameplay was also getting more and more trivial and braindead, with more and more QTE cuts scenes. The perception among both game devs and journalists was that this was a good direction for the industry to go, as it was getting away from the ‘coin sucking difficulty’ mentality of arcade games and moving towards games as art (i.e. cinematic experiences). There were of course a few games like Mirrors Edge, and games released by Valve, but they were definitely the exception rather than the rule (and Valve eventually stopped making games). Then Dark Souls came out and blew all their minds that a game could both have non-braindead gameplay and be artful at the same time.

        Now I would say we’ve actually seen a partial reversal of this trend. Triple A games are still not likely to be pioneers when it comes to gameplay, we’ve actually seen a few mainstream franchises do things like using Souls-like combat or immersive-sim elements, which IMO would have been unthinkable 15 years ago.

        From an aesthetic standpoint: My perception of the mid to late 2000s is that everything was brown with a yellow piss filter over it. If you were lucky it could be grey and desaturated instead. This was because Band of Brothers existed, and because it was the easiest way to make lighting look good with the way it worked at the time. As an aside, Dark Souls, a game where you crawl around in a sewer filled with poop and everyone is a zombie that’s also slowly dying of depression because the world is going to end soon and they’ve lost all hope, had more color than the average 2000s game where you’re some sort of hero or badass secret agent.

        Things are absolutely better in the aesthetic department now. Triple A studios remembered what colors looked like.

        From a conceptual / narrative standpoint: I don’t think AAA games were very creative in this department in the 2000s and I don’t think they’re very creative now. They mostly just competed to see who could fellate the player the hardest to make them feel like a badass. If you were lucky the player character was also self destructive and depressed in addition to being a badass.

        Then and now your best bet for a creative premise in a high budget game is to look to Japanese developers.

        From a consumer friendliness / monetization standpoint: In the 2000s people were already complaining about day one DLC, battlepasses and having to pay multiple times just to get a completed game.

        Now its worse than its ever been IMO. Not only do AAA games come out completely broken and unfinished, really aggressive monetization strategies are completely normalized. Also companies are pretty reluctant to make singleplayer games now, since its easier to farm infinite gacha rolls from a multiplayer game (although this was kinda already the case in the 2000s).

        Overall I think we’re now in a golden age for indie games, and things like Clair Obscura and Baldur’s Gate 3 give me a lot of hope for AA games.

        • squaresinger@lemmy.world
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          8 hours ago

          I think your perception might be 10 years off.

          Assassins Creed 1 came out in 2007, less than 20 years ago. It was mindbogglingly fresh and innovative back then. An open world where you can’t just run anywhere you want, but also climb anywhere? And your character dynamically climbed up walls, finding places to hold onto everywhere? That was amazing back then. It was the first game that even attempted anything like that, and it was really, really good. AC only became lame when they started doing the same over and over again with little change.

          Similar story with Far Cry. FC1 came out in 2004, only FC2 was also released in that decade (2008). Both FC1 and FC2 were doing something new, fresh and genre-defining. Looking back from now, yes, these games look like everything else that followed it, but because these games defined it.

          But in this decade we saw a lot of other genre-defining games, like Warcraft 3 (2002/2003), WoW (2004), KOTOR (2003), Bioshock (2007), Crysis (2007), Fable (2004), Batman: Arkham Asylum (2009), Portal (2007) and also a lot of AAA flops that happened due to too much experimentation and shooting for the stars, like Spore (2008).

          And most of the games I listed above don’t have a piss filter.

          • drosophila@lemmy.blahaj.zone
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            5 hours ago

            So, when I mention the Assassin’s Creed / Far Cry / GTA triangle I really mean to say the poor imitators of those games. They did do some very innovative things when they first came out, but just like modern military shooters took regenerating health and the two weapon limit from Halo while leaving behind all the other gameplay mechanics that made that work, so too did many games adopt the open world and the general way you interact with it, while removing anything interesting. By “the way you interact with it” I’m referring specifically to the map unlocking, the collectables, the village / territory faction control, and the “heat” system that spawns enemies depending on how much attention you are generating.

            IMO those sorts of games were very much the other side of the coin from CoD-likes, and the problem was that while the extremely linear levels of CoD-likes were too restrictive, these open world games had no structure at all. In games like Blood, Quake, or what have you, encounters are designed to flow in a certain way, with each one having its own flavor and favoring certain approaches over others. In some games you can even think of enemy encounters as a puzzle you need to solve. Level design and enemy placement of course form the two halves of encounter design. In good games this sort of thing extends to the structure of the game as a whole, with the ebs and flows in the action, and different gameplay happening in different sections so the formula keeps getting changed up. But in games where the level design is an open world that let’s you approach from any angle, and where enemy placement is determined on the fly by a mindless algorithm, there is no encounter design. At the same time the way enemy spawning works is actually too orchestrated to have interesting emergent gameplay. For example, if an algorithm made an enemy patrol spawn an hour ago, and the player can see it from across the map, they can come up with their own plan on how to deal with this unique situation. If the player gets one bar of heat and the algorithm makes an enemy spawn around a corner they can’t anticipate that at all, its just mindless. This has implications for the gameplay itself (no enemy can be very tough or require very much thinking or planning if you’re just going to spawn them around a corner) but also, as previously stated, the entire structure of the game.

            As for the other games you mention, I want to bring up Bioshock in particular. Its true, that game is a master class in presentation and aesthetics, and a game I would highly recommend, but its actually one of the games that I remember people complaining about when they said gaming was better in the 90s. Specifically the way Bioshock is very dumbed down compared to its predecessor System Shock, both from a general game and level design standpoint, but also because of the inclusion of vita chambers and the compass pointer that leads you around by the nose. (One place I will give Bioshock points though is that it has way more of an ecosystem than most imm-sims with the way enemies interact with each other; it even beats out imm-sim darling Prey 2017 in this regard).

            This is admittedly a way more niche complaint than people complaining about QTEs or games being piss/brown, but it was definitely a smaller part of the much larger “games are getting dumbed down” discourse.

            I could talk about Crysis and Spore too, but this comment is already really long. I haven’t played the rest of the games you list, so I can’t offer an opinion on them, though I have heard that KOTOR was very good.

          • drosophila@lemmy.blahaj.zone
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            8 hours ago

            You’re right, as is so often the case when people talk about a decade I’m thinking more of its latter half and the beginning half of the next one.

            But in my defense I did say “the mid to late 2000s”.

            I have few more thoughts, but I’ll have to make another reply in a bit.

  • Justdaveisfine@midwest.social
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    18 hours ago

    There’s definitely weird people making games on itch and sometimes in the depths of Steam.

    By its very definition weird isn’t going to sell to mass market. That being said I do agree that we need more weird AAA or AA games.

    • Auster@thebrainbin.org
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      17 hours ago

      Looking from another angle from Yoko Taro’s point, I’d say that, in fear of failing due to being too big, companies would rather play it safe, but that causes creations to grow sterile.

      And as consequence, people allegedly “weird”, which I wouldn’t think are necessarily people with curious antiques as Yoko Taro himself, but simply people whose game ideas are far from a safe ground, go for making indie titles instead as then they can be free to do whatever they want.

    • missingno@fedia.io
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      12 hours ago

      Weird still exists, true, but the combination of weird + budget is what’s really missing.

      • HeyThisIsntTheYMCA@lemmy.world
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        9 hours ago

        i am so glad that only costs 2 bucks because flying through rings is giving me serious n65 superman flashbacks. they’re so bad i can’t find the number 5 on my computer. the one next to that.

      • RebekahWSD@lemmy.world
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        17 hours ago

        I have. Watched two beings play it. I sincerely hope the person(s) who made that game make more games.

  • ijedi1234@sh.itjust.works
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    12 hours ago

    There are plenty of weird people making weird games if you know where to look. itch io and DLSite, for instance.