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Joined 1 year ago
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Cake day: July 2nd, 2023

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  • How exactly are you presuming to accurately estimate future sales that don’t exist yet? They increased their cost of operation substantially by relying solely on servers they themselves host, and tie the future viability of their product to hosting those servers. That means there’s a clock on how long it makes sense to make the game available to the public.

    If they allowed for private servers, that small initial batch of players could potentially grow. Especially if they build in the extensibility of allowing players to mod the game. As it stands, the game now won’t make them any more money, and creating the opportunity for it to ever make them money had a continuous cost. There would be no incentive to shut down access to the game itself if it didn’t carry a cost to the company.

    If they happened to be one of the few successful games in their genre, then sure, hosting their own servers exclusively is a potential means of revenue. But if they’re not? It makes much more sense to leave the thing out there for people to fool around with. You never know when one streamer with a following might pick up a game and decide they like it. Can’t happen if it doesn’t exist though.


  • These companies really need to learn the private server model. How is your game ever going to get up enough players to be popular when you’re financially incentivized to bail as soon as possible? Put up some public servers for players to hop on, put out a private server, and let people do their own thing. You can still monetize DLCs or even go the route TF2 went and release paid items and loot crates.

    People are still playing TF2 and still spending money in the item shop. They definitely wouldn’t be if Valve had bailed on it entirely the first time they had a slump in their playerbase.









  • This is the problem with spending millions of dollars on games and focusing on profitability over actual quality or expression. Video games are fundamentally an art medium. You can choose to make some uninspired cash grabbing trash, and can even make a whole company built around that and make profit. But are you going to make a great game that way? Probably not.

    You’d be better off with half a dozen people with passion and a comparatively minuscule budget. You might have to scale back from ultra realistic graphics and massive explorable areas with dozens of voice actors, but I don’t really think that makes games any better anyway. A little 2d rpg with really basic pixel graphics can put a big project to shame if it’s made with passion and emotion.



  • I literally don’t set up my voicemail, and I typically don’t listen to recorded audio that gets messaged to me. Texting is functional and doesn’t leave me some anxiety-provoking message that I have to sit through and digest without saying anything. If a conversation needs to happen in voice, text to say that and see if it’s a good time.

    Wild that people just ring a personal phone number unprompted in 2024 without that being an established routine.

    That said, I also remember when it wasn’t at all weird to show up to someone’s house and knock on their door. Things have really changed.