IHaveHugeNick
Arcane
- Joined
- Apr 5, 2015
- Messages
- 1,870,558
Hi everyone
(3 hours pause)
It's me Tim.
(3 hours pause)
It's me Tim.
I always say out loud "Hi Tim!", makes this pause a lot less awkwardHi everyone
(3 hours pause)
It's me Tim.
That's how it often goes when it comes to gay social events.Hi everyone
(3 hours pause)
It's me Tim.
I discovered one of my new favorite channels on YouTube, and I had to share it.
Channel:
https://www.youtube.com/@GamesOnHardMode
I talk about why some games are made with design choices you don't like. TLDW: money.
It was made by a B-team consisting of inexperienced (i.e. CHEAP, ergo MONEY) developersWhy is ME:Andromeda like this? Money. What?
Went to a talk given by a guy formerly from Warner Bros. Interactive on indie game funding.I talk about why some games are made with design choices you don't like. TLDW: money.
I think that's just a form of trying to expand the audience for your game. Appealing to a group who wouldn't have bought your game if you didn't have those elements that also outnumber the amount of people that will not buy your game for adding them.I don't agree that it's ALWAYS money. Sometimes it can be eg. ideology.
Why is ME:Andromeda like this? Money. What?
But what's funny about streamers and appealing to them is it's not entirely the same as what Tim Cain talks about in terms of target audience and bifurcation, where you make design decisions in favour of the biggest demographics within the target. Streamers are an exceptionally small demographic. So it's even worse than making your game for casuals. Your making your game for 1% of the casuals within your audience in a way where they can make money. Casual Asmongold is 1000x more important to please than a no-name casual.Went to a talk given by a guy formerly from Warner Bros. Interactive on indie game funding.I talk about why some games are made with design choices you don't like. TLDW: money.
One of the most blackpilling things he said was that publishers want to see what you are doing in your game for streamer reactions in your pitch.
As in, what gameplay mechanics or if it's a narrative game what comedic bits are you adding to make streamers soyface over.
When you consider all the shit in Baldur's Gate 3 it starts to make perfect sense.
Was the inclusion of walking in on two monsters fucking an actual bit the writer thought was good or was it put there because they knew some streamer would upload a YouTube clip with the title "THE MOST SHOCKING MOMENT IN BG3"?
Maybe the inclusion of such things wasn't explicit streamer bait. Maybe the writers of these games now watch so many streamers that it's a personal style of content they wish to replicate in their writing.
Regardless, just know whenever you see a lulz so random comedic gag in a game that works within a vacuum context of being clipped and reposted on TikTok that this is what the devs are thinking about.
In this case streamer's/content maker's reaction is also the natural reaction of a median player. These things spread by word of mouth even without streamers, they just amplify itWas the inclusion of walking in on two monsters fucking an actual bit the writer thought was good or was it put there because they knew some streamer would upload a YouTube clip with the title "THE MOST SHOCKING MOMENT IN BG3"?
Weird West actually is fairly-well done as a very rough concept for this.A simulated world but everytime you die, your role and perspective changes. Maybe you were a bandit and objective was to become rich, but your next character is a hero and his objective is to save the princess. A totally different perspective but in the same world.
Each quest is small in scope, which means you can play the game for a couple of hours, reach a logical conclusion, put it aside, then come back a few weeks later and continue your journey. The goal is to experiment with longevity while respecting the players' time.
Think library section full of short stories where you can pick one, have a burst of enjoyment, then come back for more, whenever you like.
Wasn't aware of the Weird West concept. Thanks for the suggestion (even though I don't like the scenario).Weird West actually is fairly-well done as a very rough concept for this.A simulated world but everytime you die, your role and perspective changes. Maybe you were a bandit and objective was to become rich, but your next character is a hero and his objective is to save the princess. A totally different perspective but in the same world.
What I think would really be a dream game is seeing that concept done in a Morrowind-Style open world.
Power-Creep really kills a lot of the open-world games for me, but if you could adventure through the same open-world in multiple viewpoints, would allow a focus more on role-playing and less on becoming a jack-of-all trades power god.
Demon Lord Reincarnation Romanus Surt described a similar open-world idea:
Each quest is small in scope, which means you can play the game for a couple of hours, reach a logical conclusion, put it aside, then come back a few weeks later and continue your journey. The goal is to experiment with longevity while respecting the players' time.
Think library section full of short stories where you can pick one, have a burst of enjoyment, then come back for more, whenever you like.
It's not "people". It's abstract idea of "people".people
You just summoned ROGUEY you fool.Works with an art director he trusts since he doesn't know art and is color-blind.
And then we have the Outer Worlds.