I play on mobile a lot, so Im conditioned to abhor multiple currencies, timers, and loot boxes/chests. I can begrudgingly deal with them if the gameplay itself is good enough, but I hate them with a passion.I've always been fine with DLC when it's done properly. See anything Souls related, Left Behind, or The Witcher. That is how you do DLC.
I'm writing off games with loot boxes. I don't care if it's cosmetic only, affects gameplay, or whatever. IT IS NOT FUN to open a box and randomly get content. It artificially increases the length of a game and to be quite frank, your game doesn't matter enough for it to be so long.
I'll take number 3. I never asked for "Blockbuster" type games that cost millions to make (And sell millions, but still fail to recoup what they spent) to become the norm for games.
To be fair, Dishonored 2 is a weird stealth action immersive sim-y thing and Prey and TEW2 were barely given any marketing push. Plus, Prey looked like a typical alien shooter in trailers and never presented what it made it unique in the main trailersGames that do just this are failing still though. See Dishonored 2, Prey, and The Evil Within 2 for recent examples.
Might want to let the huge publishers know that.No one is simply a piggy bank on tap.
Might want to let the huge publishers know that.
I'd rather have smaller scale games. Games have too much stuff to do in them.
I think the argument is that focusing less on super advanced visuals or massive worlds/buckets of content would ideally have smaller budgets.For everyone saying to reduce budgets or cut costs, what do you mean by that? Because essentially the largest cost when making games is the manpower, and I don't think we should be pushing for layoffs or lower compensation for developers.
I think the argument is that focusing less on super advanced visuals or massive worlds/buckets of content would ideally have smaller budgets.
Make more games, but smaller and faster?For everyone saying to reduce budgets or cut costs, what do you mean by that? Because essentially the largest cost when making games is the manpower, and I don't think we should be pushing for layoffs or lower compensation for developers.