Half a decade for a subpar product that’s barely out of beta.
Back in the day we’ve got subpar products barely out of beta that we had to patch from magazine cds far faster. Oh - and they were more fun because developers had to make something out of nothing. I feel today, where everything is possible as the engine used delivers a toolset for anything, games easily are so overly stuffed with “mechanics” that they just feel like work. I don’t like that.
Baggie@lemmy.zip 1 week ago
I feel like given the amount of work required to make the kind of games that triple a represents, and the amount of money in and out, every game becomes a mess of different ideas and motivations with no unifying force. Every game must be everything to justify the price tag, but there’s no unifying passion or vision behind it. Of course the more you stuff in there, the more you can market it as well.