Easy Choices that you're surprised the Gaming World hasn't done yet.

laggyteabag

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Lufia Erim said:
A pokemon MMO. Like honestly,how is this not a thing? Imagine having all the areas from pokemon be different zones, Pokemon battles in the world, against other players, against NPCs. Collecting all the pokemon, pokemon towers, raids, like come on.
It honestly baffles me that it took Nintendo this long to even make a full-fat pokemon game for a console. Sure, there have been some console Pokemon games in the past, but they have always been weird spin-offs.

That being said, I am almost certain that the only reason Sword and Shield even is on a console now, is because the Switch also just so happens to replace the 3DS. I would be pretty confident in saying that had Nintendo released a successor to the 3DS, and the Switch ended up being another Wii U-like home console, Sword and Shield would be another handheld title.
 

Squilookle

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The Rogue Wolf said:
How about using all this whiz-bang neato technology we've got to improve sound in games? It shouldn't sound like someone is walking next to me when they're one floor up walking on cement. Half-Life 2 managed to have gunshots sound different at a distance; All Points Bulletin (the game that died twice and keeps coming back) changes gunshot sounds depending on environment (different indoors than outdoors, etc.). But most developers care too much about rendering every crack in the plaster of the bland corridors of their game- you can't sell sound in a screenshot, after all.
I gotta say, PUBG is excellent in this regard. It has to be, given that it has none of those onscreen indicators other shooters use as a crutch. Sound is of absolutely critical importance when playing that game and detecting other players, whether they are shooting, crawling, running around upstairs nearby- all can be sussed out through the sound alone.
 

Casual Shinji

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Allowing the player to set the time of the day and night cycle. This should be easy to implement, and it would greatly satisfy players, like me, who feel the length of day and night cycles is almost always too short.
 
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Gethsemani said:
Hawki said:
The choice, or the realization, that you don't need to put all your eggs in one basket.

Specifically for the AAA industry - not every game has to be a smash hit. You can do smaller, lower budget games on the side as well. It'll still turn you a profit, and it might give your developers some relative down-time.
If you are going to invest upwards of a hundred million dollars or more into a game, and you will if you've got studios the size of Dice, Massive or Blizzard, you might as well go all in and do everything you can to ensure that you deliver a game that will have people watch its reveal with stunned amazement. Because anything less than trying to set the gold standard for the genre is hobbling yourself when each game is make-or-break for the studio and can mean catastrophic losses for the publisher.
That's precisely the point he's making, while highlighting the folly of the practise. Studios shouldn't be making games if each will "make or break" them.

I had the opportunity, several times actually, to listen to David Joseph speak. Head of Universal Music UK, he's the most influential figure in the British music industry bar none (and that includes Simon Cowell). He had a lot interesting things to say, but the most relevant to this discussion is that he highlighted that no matter what his own musical preference, no matter his company's successes, the most important thing to running a record company was to have a variety of acts in every genre. For every Lady Gaga, he has a guy who plays folk tunes on a violin. He has Mumford and Sons, and Eminem. They do pop, motown, rap, rock, folk, ballads, country, you name it.

Dropping 100mill on one game that flops and kills a studio is a stupid business model. Games are focus tested into oblivion, removing all sense of personality and creativity in order to appeal to the "mass market" and lowest common denominator. These aren't the games people remember. They could make 3x 30mill games and be happy with smaller returns, instead of having hit, fail, hit, fail, live service and shutting the studios that can't deliver. Chasing trends, gambling with studios existence and their employees jobs, employee well-being with crunch-culture, it's an awful business model and not sustainable. The PS2 is the best-console-of-all-time because it had such a huge library of varied games, unrivalled by any platform before or since, the majority of which were from the AA space.
 

Neurotic Void Melody

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a counter-cooperative multiplayer mode is such a great, fun and novel idea...where it at, games industry? it doesn't even have to be split-screen if you so damn concerned about people having real life friends not dependant on internet connection subscriptions for their happy together times

also, come on now...Rare should've, by now, done a ground-up modernised version of Perfect Dark. it was their fucking peak and they're just going to blank it and everything it introduced in favour of a hollow live-service? come on, Sony's got bloody medieval doing it, and nobody even asked for that! mainly due to forgetting I'd imagine. but a few tweaks here and there for modern expectations and you're sorted mate. less effort than a live service maintenance and you already got an established IP with a fanbase or something

also, can I have some option to block all friend requests that are blatantly from web-cam girl sites pretending to be interested humans? not directly game related, sure, but it's seriously depressing that pretty much all requests have been some form of that through PSN. I'd rather have none
 

Gethsemani_v1legacy

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KingsGambit said:
That's precisely the point he's making, while highlighting the folly of the practise. Studios shouldn't be making games if each will "make or break" them.
Depends on how you define folly. If the estimated risk is losses in the 100 million dollars range and the potential profit is in the realm of 200 million dollars and up to over a billion, and the success rate is somewhere around 70% or 80% is it worth the risk? We should keep in mind that it is pretty rare that a AAA game outright fails to recoup its expenses, even "failures" like Dead Space 3 actually turned a profit, if a very small one.

KingsGambit said:
I had the opportunity, several times actually, to listen to David Joseph speak. Head of Universal Music UK, he's the most influential figure in the British music industry bar none (and that includes Simon Cowell). He had a lot interesting things to say, but the most relevant to this discussion is that he highlighted that no matter what his own musical preference, no matter his company's successes, the most important thing to running a record company was to have a variety of acts in every genre. For every Lady Gaga, he has a guy who plays folk tunes on a violin. He has Mumford and Sons, and Eminem. They do pop, motown, rap, rock, folk, ballads, country, you name it.
The two don't compare though. A record label runs on a different logic from a game publisher and in a different market. Having Lady GaGa on the label while also recording some Irish Folk music isn't mutually exclusive and keeping a lot of small and medium artists with low upkeep on the label is sound business practice when you running expenses for recording studios, album mixers and other people that are not the artists themselves but are needed to get discs (or sound files today) to the audience. EA rarely has the issue that they have 200 computers and an office space standing vacant waiting for developers to get on a project, which would be the equivalent to booking recording studios to capacity. The recording and mixing staff can be on many projects at once and their work on albums are measured in days or weeks. The coders and artists of a computer game can only work one game at a time and their work on a game is measured in years.

KingsGambit said:
Dropping 100mill on one game that flops and kills a studio is a stupid business model. Games are focus tested into oblivion, removing all sense of personality and creativity in order to appeal to the "mass market" and lowest common denominator. These aren't the games people remember.
Whether a game has artistic merit is irrelevant to its business merit.

KingsGambit said:
They could make 3x 30mill games and be happy with smaller returns, instead of having hit, fail, hit, fail, live service and shutting the studios that can't deliver.
As I outlined in my previous posts, they really can't. The current video game market basically has the niches of Indie (1-10 USD), Premium Indie (10-30 USD), Niche A-AA games (30-40 USD) and triple AAA (60 USD). The niche games that costs 30mn USD are already cornered by publishers like Paradox and Deep Silver and these are still insanely risky projects. If you put 30mn USD into a game with a 30 USD price tag you need to move somewhere in the region of 1,5-2 million copies to break even. For comparison, Paradox grand strategy games are projected to sell about 1 million units each. So these are still risky investment at that price point. 15mn USD (if we assume a game sold more then zero) might not be a massive dent in EA's coffers, but the developer is still in dire straits if they keep making losses.

KingsGambit said:
Chasing trends, gambling with studios existence and their employees jobs, employee well-being with crunch-culture, it's an awful business model and not sustainable. The PS2 is the best-console-of-all-time because it had such a huge library of varied games, unrivalled by any platform before or since, the majority of which were from the AA space.
Yeah, but the AA space no longer exists since the market (that's slang for "we who buy games") was massively in favor of AAA games over AA games when they hit the same price point. Back then moving a few hundred thousand units could get you return on investment because the development costs for AA games ranged in the low millions while the price point is the same as today. But when development costs balloon and price points don't move and AA games aren't getting the same increase in sales as AAA games get from the influx of people buying games, AA games are not looking so peachy as investments.

One can argue over whether the focus on big budget, high risk projects is sustainable, but so far the major developers seem to have it down pretty good (not counting Activision as of late), with both EA and Ubisoft managing several high profile annual releases that are expensive to make but also see good return on investment. It should be remembered that when Battlefront 2 and Battlefield V "under performed" they were still making profit for EA and games that we gamers consider failures, like DA:I and Destiny 1, were also profitable if not immensely so.

Finally, keep in mind that crunch time has nothing to do with the business model of high risk/high reward investments, but is an industry wide problem related to generally poor working conditions for game developers, irregardless of the size of the studio or publisher.
 

CaitSeith

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Developers forming a Union. Seriously, after almost 40 years of being in the losing end of the bargain, it should be an easy choice.
 

Lufia Erim

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CaitSeith said:
Developers forming a Union. Seriously, after almost 40 years of being in the losing end of the bargain, it should be an easy choice.
Oh really? Because "Developers should unionize" just recently became Flavor of the month.

Man i find it hilarious how people just bandwagon opinion and buzzwords and act like they've been saying it for years.

And i guarantee, the first studio to try and unionize get's shut down. Starting a Union (especially in America) is very difficult.
 

Neurotic Void Melody

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Lufia Erim said:
CaitSeith said:
Developers forming a Union. Seriously, after almost 40 years of being in the losing end of the bargain, it should be an easy choice.
Oh really? Because "Developers should unionize" just recently became Flavor of the month.

Man i find it hilarious how people just bandwagon opinion and buzzwords and act like they've been saying it for years.

And i guarantee, the first studio to try and unionize get's shut down. Starting a Union (especially in America) is very difficult.
https://variety.com/2018/gaming/news/game-workers-unite-uk-video-game-union-1203090102/

^^not everywhere is the US^^ any fight for justice and equality is an uphill battle of extreme proportions by its very nature in a predatory capitalist environment. it is not helpful making those assumption, it only feeds the machine further hollow souls
 

Silvanus

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Surprised there hasn't yet been a rerelease/ remaster of the Metroid Prime trilogy. It would be a licence to print money.

Oh, and a large-scale Westeros RTS.
 

dreng3

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bluegate said:
Lufia Erim said:
bluegate said:
Lufia Erim said:
What about a Sword art online MMO. Like the concept is already half done for you.
Is it really?

Outside of general elements found in most games, there isn't really that much in Sword Art Online that gives its game an identity.

You'd just be playing a generic fantasy MMO with some SAO terminology sprinkled in. And of course playing waifu collector.
I mean, Namco managed to make 4 games from the series, so i mean there's stuff there.
Ever played them? The most "Sword Art Online" things about them are main character designs, item/attack terminology and waifus. And the gimmicky flight system in Alfheim.

The worlds and enemy designs are about as bland and generic as it gets.

What is Sword Art Online really about? Is it about the games that the people play, or about the people that play the games? Most things shown about the games that are used as backdrops in the show are about as generic as it gets, the only identity that the games have is that Kirito and his Waifus walked around there one time.

What would set a Sword Art Online MMO apart from other fantasy MMO's? What do you envision a Sword Art Online MMO to be?

I think Sword Art Online Abridged says it best. "The only reason we all bought it was because it was the only launch title when, surprise, TRON suddenly became real."

The only interesting aspect of SAO is the deepdive tech, the characters are bland, the environments are dull, and the entire plot is so simple that it is easily surpassed in quality by the Abridged Series.
 

EvilRoy

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ObsidianJones said:
Mine is simple. I can't believe there aren't Reversed Joy Cons yet.
Building on this thought, when I first saw the switch the concept of a modular controller popped into my head. That is, if you produced a reasonably ergonomic case and then just allowed people to move or replace individual modules. Then, given a hex grid like setup (or maybe like one of those weird gear puzzle toys) you could just configure a controller however you want.

Personally I only use the dpad barring specific games - so I could just have 3 dpads (more comfortable for my hands) and swap one out when I'm playing a free camera 3rd person game.
 

wings012

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Silentpony said:
Totally shocked there hasn't been a VR mechwarrior game. I mean come on!
There were those Battletech pods which is pretty close. Though good luck finding one of those things still being operated.
 

Xprimentyl

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Silvanus said:
Oh, and a large-scale Westeros RTS.
Forgive me as I?m not well versed in GoT at all (only watched the first couple of seasons before deciding Winter wasn?t coming fast enough for my liking,) but I got the impression it was more a character-driven affair; how do you think what makes GoT uniquely what it is would translate to a good RTS? That is to say RTSs are by nature macro-level representations of micro-level interactions; GoT?s ?meat and potatoes? tends to be in the micro-level stuff. At least that?s the impression I got given how conversation far outweighed action in my limited exposure. I feel an RTS might be largely pandering cash-grab ?RTS #486 with a GoT skin.?

And I could be entirely off base. Mayhaps the books contain more than enough distinctive source material to make an RTS more than nominal in nature?
 

Silvanus

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Xprimentyl said:
Forgive me as I?m not well versed in GoT at all (only watched the first couple of seasons before deciding Winter wasn?t coming fast enough for my liking,) but I got the impression it was more a character-driven affair; how do you think what makes GoT uniquely what it is would translate to a good RTS? That is to say RTSs are by nature macro-level representations of micro-level interactions; GoT?s ?meat and potatoes? tends to be in the micro-level stuff. At least that?s the impression I got given how conversation far outweighed action in my limited exposure. I feel an RTS might be largely pandering cash-grab ?RTS #486 with a GoT skin.?

And I could be entirely off base. Mayhaps the books contain more than enough distinctive source material to make an RTS more than nominal in nature?
The books are pretty character-focused as well, each chapter written from a specific character's point of view. It's rare to get a macro-level view of a battle.

...That said, GRRM has put a great deal of thought into how those battles and sieges work: the details for troop numbers, types of units, the defensive benefits conveyed by different kinds of castles and forts (as well as geography), the applications of siege engines. There's a reason people pore over the military minutiae in the books. Played a Westeros risk-style board game a little while ago, the scenario took just over 5 hours, and that's what convinced me there's untapped potential there for strategy play.
 

Baffle

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Dalisclock said:
I do miss the ones that let you build your own playlist using music files on your hard drive. Grand Theft Auto Vice City let me do that, but apparently nobody else will.
I think you could do that in the original Sims, maybe Sims 2.
 

CaitSeith

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Lufia Erim said:
CaitSeith said:
Developers forming a Union. Seriously, after almost 40 years of being in the losing end of the bargain, it should be an easy choice.
Oh really? Because "Developers should unionize" just recently became Flavor of the month.
That's the point. Remember why Activision was funded? That's just one of the oldest examples of employees fighting back. Other old example is the the Atari Arcade bosses argument "only 1 of 3 games is a success, which means is purely luck and nothing to do with skill, and that's why you don't get a raise" (that comes from a talk in 2015 about the developer's experience back in early 80's). We can go on and on.

The idea of Developers Union shouldn't be the flavor of the month. Developers Union should have been made decades ago (that's the easy choice that wasn't made); and plenty other industries have done it for even less reasons.
 

Batou667

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Silentpony said:
Totally shocked there hasn't been a VR mechwarrior game. I mean come on!
Mechwarrior 5 Mercs, due later this year, is supposed to have VR support? In the meantime, have you checked out Vox Machinae? It's basically Mechwarrior.
 

Xprimentyl

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Silvanus said:
Xprimentyl said:
The books are pretty character-focused as well, each chapter written from a specific character's point of view. It's rare to get a macro-level view of a battle.

...That said, GRRM has put a great deal of thought into how those battles and sieges work: the details for troop numbers, types of units, the defensive benefits conveyed by different kinds of castles and forts (as well as geography), the applications of siege engines. There's a reason people pore over the military minutiae in the books. Played a Westeros risk-style board game a little while ago, the scenario took just over 5 hours, and that's what convinced me there's untapped potential there for strategy play.
Ah, understood. And given GoT?s rampant popularity, I?ll agree it?s surprising this game hasn?t happened, if only to compliment the political/diplomatic strategy of the books/films. Do you think there?s room for such a game to tie in directly to the established main story, or do you think it?d work better as an entirely separate story based on non-character/story event-specific lore and canon?
 

Silentpony_v1legacy

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Batou667 said:
Silentpony said:
Totally shocked there hasn't been a VR mechwarrior game. I mean come on!
Mechwarrior 5 Mercs, due later this year, is supposed to have VR support? In the meantime, have you checked out Vox Machinae? It's basically Mechwarrior.
Yeah but MW5 is being made by the Duke Nukem forever people.