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Joined 9 months ago
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Cake day: March 18th, 2024

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  • Well, this is misleading. My mind goes to the likes of Sony first party titles in reading this headline, but the examples that the article uses as a metric for “PlayStation exclusive” are more like the games that either were paid to not go to Xbox or didn’t see the fiscal sense in doing so. It doesn’t rule out first party titles, but that’s far from the most likely. Of Sony’s first party games, the ones most likely to come to Xbox, if at all, are the live service games, and that’s looking increasingly like a strategy that Sony regrets anyway, so why even bother with Xbox when it’s not going to move the needle?








  • That is a perfectly valid use case for a video game that I paid for though. I do exactly that with games like 007: Agent Under Fire (in split-screen), and I played games like Rainbow Six 3 long after the official servers weren’t there anymore. Agent Under Fire in particular is a lot of fun with all of the modifiers on, like moon gravity, and I wouldn’t mind playing some multiplayer games with friends with cheats like that one on; things that you wouldn’t want on in a ranked queue, but things that I should 100% be able to do with the product that I paid for.





  • In the wake of Crowdstrike, Microsoft was going to allow for additional avenues for hooks into the OS that don’t reach as deep into the kernel level, but they never said they were removing the hooks that Crowdstrike or anti-cheat use, as far as I can tell. One solution for PC handhelds is to run whatever modified version of Windows that Microsoft is cooking up, so that you get the console-like interface without compromising on the anti-cheat compatibility. The solution Valve is seemingly hoping for is that, by disclosing kernel-level anti-cheat on the store page, such a solution becomes poison in the marketplace and developers choose a different one.




  • I agree that AAA developers are the ones typically not making short games, and I agree that I am well-covered by indies. I didn’t mean to imply otherwise. FPS games are about the only genre I feel like I used to be well-served in that indies haven’t quite picked up yet, so I can’t really just “go elsewhere” these days to scratch that itch (but games like Mouse: P.I. for Hire may be the start). But I was really just arguing against the efficiency part. I don’t think they’ve become less efficient at making content, but they’ve seemingly stayed exactly as efficient and just spent much longer doing it. I don’t find that a big open world makes a game any more memorable, especially when it exhibits the negative trends of filler and bloat I mentioned already.


  • I do, and I miss it. I’m far more likely to feel these days like they made too much game to its own detriment than to make it a length that felt better for the game’s pacing. Baldur’s Gate 3 was phenomenal from start to finish, but games frequently come in at a third of its length and feel like they were longer than they should have been. Lots of games transitioned to open world that used to be linear, and the open world is little more than a menu that makes it take longer to select your mission, because you have to travel there. They create checklists of busy work to keep you playing worse content between the moments that you actually want to do, like the side missions that litter modern Assassin’s Creed games with progression gates. I didn’t know how good we had it when we got FPS campaigns between 8 and 12 hours in the years following Half-Life 1, because they’ve been so rare since Titanfall 2 came out 8 years ago. Games being longer now is not solving a problem that I had, and I’d argue it’s often creating problems.

    Maybe you prefer your games longer, and good on you if you do, but it’s most definitely not due to developers getting more efficient with their content. For one reason or another, because you’re demanding it as the customer or because modern asset pipelines make it make the most fiscal sense, they’re just spending more time making the content.