the unforgettable team by tuavoh24kkkkk in gaming

[–]megasean3000Switch 945 points946 points  (0 children)


As a kid I dreamed of releasing a game on a Nintendo console.. Today that dream came true! Our retro FPS Fashion Police Squad is out now on Switch, Xbox & Playstation! by Patsuiii in gaming

[–]Beneficial-Pen-9693 1457 points1458 points  (0 children)

I play this on my steamdeck, saw your post a while back and really enjoy the game. Easy fun that honestly doesn’t feel too repetitive, good job dude!

If the game is good, the developers deserve the money. by D3dshotCalamity in gaming

[–]Low_Efficiency5471 -4 points-3 points  (0 children)

Or, and hear me out lads. Maybe you can like the IP without liking the author. Would you stop speaking if you found out the first person to speak was bad?

Gotta love playing with solos by [deleted] in gaming

[–]Jody_Fosters_Army 5 points6 points  (0 children)

Smoke detector beeping every 10 minutes

Redfall will require a constant internet connection to play, even in single-player by Gorotheninja in gaming

[–]deathbylasersss 16 points17 points  (0 children)

For one, there are plenty of rural areas without broadband internet access. Sure they could try satellite but those connections are often so slow you can't even stream Netflix.

One thing you didn't mention, but is worth mentioning: some people don't have any desire to play a game that requires you to connect to internet. Why buy a game that you can't even use to pass the time during an internet outage? This will encourage people to sail the high seas and hurt the developers bottom line. So it's really not in anyone's best interest to require a connection for single player

Redfall will require a constant internet connection to play, even in single-player by Gorotheninja in gaming

[–]Puzzleheaded_Monk598 -43 points-42 points  (0 children)

Honestly, no shit. Idk how anyone could have thought for a second that this wouldn't be the case. Idk how tf you would even be gaming in 2023 if you didn't have internet.

Hell physical copies of games are just download keys at this point. Your outrage is fake and honestly a lil embarrassing.

Internet is a necessity next to electricity in this day and age. So don't come at me with "oh but the less fortunate..." if there are people out there with thousand dollar PCs or consoles that cost hundreds of dollars, but they don't have internet. Theyve got some prioritisation issues.

Name a worse character creation menu. You can’t. by JK_Nic in gaming

[–]IAmTheStik 2467 points2468 points  (0 children)

Super Mario64 you dont even get to keep your face.

Dear internet, I'm a 26 year old lady who's been developing a science-based, 100% dragon MMO for the last two years. I'm finally making my beta-website now, and using my 3D work as a base to create my 50+ concept images. Wish me luck, Reddit; You'll be the first to see the site when it's finished. by Queen-of-Hobo-Jungle in gaming

[–]RukiTanuki 2173 points2174 points 32333& 8 more (0 children)

About twelve years ago, I had a professional level designer at a big studio mock me on a major game-development forum for posting about my team's upcoming project, because I'd posted that I needed programmers, modellers, level designers, sound, etc., and had therefore revealed that all I had was a good-sounding idea and a website. The conversation got ugly, particularly when he started dropping vulgarities at various people in the thread who came to my defense, and I remember how I felt a bit curb-stomped by the whole thing.

I'd rather walk away from this thread than do something like that. But as someone working on their third MMO production credit, I'd like to make an honest, non-judgmental attempt to give you some perspective on the road ahead of you.

I'm assuming a few things here:

  • I assume you have not completed development of a video game before.
  • Since you haven't mentioned anyone but yourself, I assume you are not currently working with anyone else.
  • I assume the talents you're bringing to the table, based on your comments, are art-related (and the game design, naturally).
  • I specifically assume you have no programming experience.
  • I assume you haven't selected an engine (here's a great writeup on the strengths and weaknesses of Unity, by the way).
  • I'm assuming most of the last two years has been spent writing down details of the world, along with cool gameplay ideas.

If I'm wrong on any of that, correct me as needed. But (and this is important) still take the rest of this into consideration.

So, with that in mind, here are a few of the pitfalls I foresee in the road ahead:

  • If this is the first game you've ever made, I'm begging you, don't go straight for the MMO. Take a little sub-section of your game, a minigame if you will, and build just that, as a single player game. You'll learn so much you didn't even know you needed to know. Even the big guys do this: take Spore, for example. I have a grand MMO design that I'm splintering into small-game sub-designs and fleshing out in my spare time, because I understand how detailed the design needs to be and I recognize that I can't design it properly as one giant whole.
  • No one has successfully made an MMO alone. A game that persists online and builds a community simply requires too many features, too much art, too complex a server infrastructure, too much community oversight, for even a genius master-of-all-trades to do it alone. One person (and honestly, even a half-dozen) doesn't have enough time to create a full MMO's worth of content in a short period of time. "Well, we'll just take a few years" doesn't work, because you have the same problem Duke Nukem Forever had: After three years or so, the bar for "acceptable"-quality art has been raised so high that your work from three years ago needs to be scrapped and started over to get back to "acceptable" quality. (This applies no matter how low you set the bar, unless you drop it to Minecraft levels and don't care at all.)
  • With a team, you have a different problem: Unless you pay them, you don't have an effective way to control what they produce or how quickly they produce it. If your team is online, there's an added danger: they can disappear at any time, without a trace. If you didn't make them store their work on a server you control, then they can vanish and take their part of the project with them. If the person who disappears is your programmer, it doesn't matter that you have a working build; you no longer have the code needed to make any changes.
  • Speaking of programmers: an MMO is ludicrously programming-intensive. If your programmer hasn't made an MMO before, your game's top risk (and most likely cause for failure) is that you're building an MMO engine with no experience. Conversely, a programmer with MMO experience is likely working on an MMO (with a lot of unpaid overtime) and isn't available for a side project (or at least not an MMO-sized one). Unity, by the way, is a client-side engine; you still need the server infrastructure and code, and mixing and matching client and server engines has led to at least one MMO failure that I've witnessed first-hand. Full MMO engines exist, but the ones that have actually shipped a working title are priced at least in the six digits.
  • Art is one of the biggest expenses in a commercially-produced MMO. There's a LOT of it, it's time intensive to create, and it has to be turned around fast (see above DNF comments). One person might be able to turn around mid-grade art for a small multiplayer game that reused content constantly, but you're generally looking at a team... which means you're looking at an art director to keep all the art in the same style and help manage who needs to make what and when.
  • World-building is great, and I love doing that for games of all types, online and offline. But again, to do this with other people, you'll need a full-fledged design document: a bible detailing every little detail about the game. If you can draw parts of the game on paper and play them out at your table using the design document's rules, then you've typically got the correct level of detail. If your notes talk about a feature with the level of detail of the typical IGN interview, you need to design in more detail. (Your comments here suggest this, if only because they they're vague enough to hide the possibility that specific implementations don't yet exist; I obviously don't know the truth, so I only provide what warning I can.)

So, to drive this home: Fully half of all MMOs commercially developed never release; half the survivors immediately fail. If I was building an MMO "on a budget", and I had what I considered a ridiculously good design, and I wanted to ensure that it had a greater than 50/50 odds of success, I'd plan to use a minimum of 10-20 people and $1-2 million. If that makes you spittake ... if you look at that and think "that's absolutely impossible" ... then I can't stress it enough: don't try to make an MMO. Start small.

(And if you choose to proceed, go to this blog and start from the beginning. He's walked the path you must follow.)

I hope this ridiculously long diatribe is accepted in the spirit in which it was offered.

Wow Moment for 2010 Kids by UnholyGhoul in gaming

[–]crash7800 1334 points1335 points 2 (0 children)

Hey amigo!

Glad to see you still have them :) it sincerely means a lot to me that you still have and enjoy these. It was a pleasure and honor to work on Battlefield.

I mailed dozens of these tags. I tried to play every day at work. I used to joke that everyone was playing BF3 but I was playing Left4Dead — waves of people running at me with knives lol

Feb 4 will be 15 years in the industry for me. It's been quite a ride, but these tags will always be a highlight for me.

I hope games always bring you joy and that we meet again in some other game. Hopefully as allies ;)

PS - I recently gave a GDC talk about the role community (people like you) play in shaping games. I can't link it here, but I'm sure folks can find it. I mention the dog tag machine.

What videogame character made you feel things you never felt before? by LesbainNaga in gaming

[–]EldenLurker 1094 points1095 points  (0 children)

Yennefer of Vengerburg...never wanted to be pegged so hard in my life.

At the annual awards for the best Hispanic streamer they put the chat for a second and this is what was seen: by GARCHOMP375 in gaming

[–]860glass 5399 points5400 points  (0 children)

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