Hey could someone with a tumblr please ask Josh about his skincare routine? He looks really good for 54.
That's like saying people with fat parents cannot possibly become skinny.it's genetics, you're fucked.
people refuse to accept this so when anyone asks about skincare 100 people will pop out of the woodwork all offering their own solution
That's bullshit... but I believe it.it's genetics, you're fucked.
people refuse to accept this so when anyone asks about skincare 100 people will pop out of the woodwork all offering their own solution
The data backs it up, video games are taking longer and longer to release. You can't attribute this to increased complexity because many of them aren't more complex than their predecessors. Nor can you point towards increased graphical fidelity, as the issue has never been making the content but getting the content within budget constraints-- something easier than ever.I think he's seething over the idea that they're called "lazy."
Could be an issue of both bad management (running in circles, never getting anywhere) and good management (no crunch and no one allowed to be a hero or martyr as Patel put it ).The data backs it up, video games are taking longer and longer to release. You can't attribute this to increased complexity because many of them aren't more complex than their predecessors. Nor can you point towards increased graphical fidelity, as the issue has never been making the content but getting the content within budget constraints-- something easier than ever.
Ease of patching games has definitely led to an increase in buggy releases. It's not uncommon to see people express opinions of waiting for the "director's cut" or what have you release to play games because they release unfinished. When you either had no way to patch the game or distributing patches was a nightmare, "ship it and patch it later" isn't a strategy you can use.Do we have some sort of metric on whether or not games back then had fewer bugs than they do today (indicating laziness)? Because I have the feeling that games on average have remained the buggy pieces of shit that they are throughout time, only these days patches are a regular and easy thing.
Idk, there's lots of older games with fan patches because loads of bugs were never fixed in the first place. One could also make the point of increased complexity in coding being the cause for more bugs instead of outright laziness but I know nothing about programming. Then again, things like Early Access may encourage sloppy development.Ease of patching games has definitely led to an increase in buggy releases. It's not uncommon to see people express opinions of waiting for the "director's cut" or what have you release to play games because they release unfinished. When you either had no way to patch the game or distributing patches was a nightmare, "ship it and patch it later" isn't a strategy you can use.Do we have some sort of metric on whether or not games back then had fewer bugs than they do today (indicating laziness)? Because I have the feeling that games on average have remained the buggy pieces of shit that they are throughout time, only these days patches are a regular and easy thing.
I'm not going to pretend there weren't buggy releases, but they were definitely less tolerated. It's pretty much why Troika sank if you look at the contemporary reviews for their games. Now reviewers gloss over bugs, and if a reviewer dares to mention bugs that prevent them from completing the game even with the dev's help they get attacked for it.Idk, there's lots of older games with fan patches because loads of bugs were never fixed in the first place. One could also make the point of increased complexity in coding being the cause for more bugs instead of outright laziness but I know nothing about programming. Then again, things like Early Access may encourage sloppy development.Ease of patching games has definitely led to an increase in buggy releases. It's not uncommon to see people express opinions of waiting for the "director's cut" or what have you release to play games because they release unfinished. When you either had no way to patch the game or distributing patches was a nightmare, "ship it and patch it later" isn't a strategy you can use.Do we have some sort of metric on whether or not games back then had fewer bugs than they do today (indicating laziness)? Because I have the feeling that games on average have remained the buggy pieces of shit that they are throughout time, only these days patches are a regular and easy thing.
Troika was never popular because they didn't make games that could become popular (not fun enough, not appealing enough), not because they had bugs. Bethesda and Bioware games had a ton of bugs, no one cared. Bloodlines was the only game of theirs that had a gamestopper (and this was fixed in their one and only patch).I'm not going to pretend there weren't buggy releases, but they were definitely less tolerated. It's pretty much why Troika sank if you look at the contemporary reviews for their games.
https://co8.org/community/threads/the-atari-buglist.4051/Troika was never popular because they didn't make games that could become popular (not fun enough, not appealing enough), not because they had bugs. Bethesda and Bioware games had a ton of bugs, no one cared. Bloodlines was the only game of theirs that had a gamestopper (and this was fixed in their one and only patch).I'm not going to pretend there weren't buggy releases, but they were definitely less tolerated. It's pretty much why Troika sank if you look at the contemporary reviews for their games.
Publishers aren’t interested in games from developers that consistently turn out B titles. Unfortunately, although our games had depth and vision, we were never able to release a game that had been thoroughly tested and rid of bugs. The large quantity of errors in our product automatically rendered them B titles.
https://co8.org/community/threads/the-atari-buglist.4051/
you can argue whether co8 addressed those bugs, but the game was unbelievably buggy not only at launch, but at the final patch.
And the argument it didn't affect their sales is flat out false.
This is what Jason Anderson said about Troika in a retrospective:
I'm sure as co-founder it gave him insight as to why no publishers thought they were worth the risk which is why they ended up closing shop.Eh, he made the games, but I wouldn't necessarily say that gives him additional insight on why they weren't mega-sellers.
Publishers noticed that there was no big money to be made in funding a "Troika RPG" so the only offers they got were crap they had no interest in playing.I'm sure as co-founder it gave him insight as to why no publishers thought they were worth the risk which is why they ended up closing shop.
Could you perhaps give a reason why games that were warmly received except for bugs might not have had large a large potential for sales? Was there perhaps a flaw in them that caused people to reconsider buying them? Maybe perhaps after 3 products the developers might have earned them a reputation for something off putting to potential customers?Publishers noticed that there was no big money to be made in funding a "Troika RPG" so the only offers they got were crap they had no interest in playing.I'm sure as co-founder it gave him insight as to why no publishers thought they were worth the risk which is why they ended up closing shop.
Sure.Could you perhaps give a reason why games that were warmly received except for bugs might not have had large a large potential for sales? Was there perhaps a flaw in them that caused people to reconsider buying them? Maybe perhaps after 3 products the developers might have earned them a reputation for something off putting to potential customers?