So, I understand the frustration around Hitman 3 server weirdness--I'm dealing with a lot too--but I want to very quickly list the factors going into what's being done here, because I've been in games nearly a decade, and I have literally not seen a single thing on this scale.
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In the five years since HITMAN (2016) we've got: 1) Publisher change 2) A mix of episodic and non-episodic releases 3) Customized DLC scenarios (pre-orders, retailer bonuses, etc.) 4) 2 console generations 5) Physical releases in several territories
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6) ...Digital launches in several territories 7) Multiple physical and digital SKUs with overlapping content 8) Universal profile progression 9) Cross-level progression 10) Customized server architecture across 3 platforms 11) User-generated content across 3 platforms
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Heya! The thread I did earlier today ended in a pun, but the reality of unstable (and/or terrifying!) work conditions in games is based on real experience. My own, and those of every developer I know.
Keeping it quiet is the standard.
I don't know a single dev who HASN'T gone through something buck-wild/awful.
I've spent hours joking with folks in DMs about the fictional creative director, or the whims of corporate fate wiping a project off the map, because we've all been there.
If we didn't laugh, we'd cry.
So, when game developers tell you about a sexist workplace or distressing coworkers--believe them.
We're so used to hiding 'small' injustices that even the truly awful barely bubbles to the surface.
Okay, I just had a VERY interesting DM conversation.
With permission from the developer (who will remain anonymous), I'm sharing it.
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A little context:
For 2 years, I ran a column for PC Gamer magazine called 'Inside Development'.
Every month, I'd talk to a bunch of developers about an invisible part of game dev, and write it up to give an insight into the awful, beautiful miracle that is game development.
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...Strangely enough, people still recognize me for doing that column!
However, I also, occasionally, still get *developers* in my mentions, desperate to tell their story.
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I think I just played the most surprising game of 2019.
No one would expect THIS game to have the content and form that it takes.
It's ambitious as hell, in an entirely unexpected package.
I am going to double-check the embargo and make sure I can talk about this.
Okay, I can't upload screenshots from my Switch, but I can shout about this game without getting in trouble.
Okay.
Okay.
*deep breath*
MARIO & SONIC AT THE OLYMPIC GAMES: TOKYO 2020 IS A FULL-BLOWN SPORTS MINIGAME RPG/JAPANESE TOURISM SIMULATOR??
COMPLETE WITH A PARTY???
AND AN OVERWORLD????
I am deeply excited by the model EA is using for Plants vs Zombies: Battle for Neighborville.
Not just because we got a Garden Warfare 3 (yay!!), but because it reflects a wider cultural acknowledgement that the way we've been releasing things...doesn't quite work.
There was a quite long period where more meant better, right? Pack in as much content as you can. Drop all your episodes at once. Binge culture.
That isn't going to go away entirely, but combining that attitude with the sheer amount of work out there incurred heavy fatigue.
Even giant releases may only get a week of attention before slipping away. That third season of Stranger Things--a marquee Netflix series? We had moved on to something else in less than a month.
In general, we're talking about less of the total media, for less time, than ever.
Welcome to the #NelsonVR Steam Summer Sale thread!
I'm going through the entire catalog of discounted VR games to chat about trends, consequences of the Almighty Algorithm, bizdev implications, and games That Look Pretty Cool.
Some disclaimers before we start:
The Summer Sale just gives us an inherent microcosm to discuss stuff within. There are many incredible VR and non-VR titles that don't go on sale for a bunch of reasons, including hit shooter H3VR, and you should look for ways to support those folks too. store.steampowered.com/app/450540/Hot…
For the purposes of this thread, I'm largely ignoring titles that use gamepads or mouse-keyboard controls. Those inputs are super valid, but I'm personally more interested in the unique experiences VR enables--which usually means motion controls, and in many cases, Room Scale.