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Joined 2 years ago
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Cake day: June 14th, 2023

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  • You’re completely missing the point I’m making - it’s nothing to do with how matchmaking works or how to get self-hosted servers to work.

    Your quote about “every game before the mid 2000s” is just reinforcing what I’m trying to tell you: no modern PvP game can get away with it anymore.

    The current average player who’s played any modern PvP game in recent memory expects to be able to click a PLAY button that puts them into a match. That is your default user experience expectation.

    If you require players to have to dig through a server list like people had to during the pre-mid-2000s, you lose players FAST.

    You dilute your player base by allowing people to play in self-hosted servers because your default user experience of clicking PLAY and getting into a game gets worse (less players means less diversity of player skill and longer queue times).

    For a game and studio that has no existing reputation and players who will jump on their stuff, you don’t have the luxury of splitting your already potentially small player base.

    Modern PvP games that allow you to have custom games are all well-established and already have a healthy player base.


  • I don’t think it’s fair to assume what is or isn’t a leap for a developer. Unless you’ve worked on the game in question, we have no idea how easy or difficult it is to support any feature implementation.

    Some would like to argue that “they should have thought about it!” and my answer to that is: that’s not how game development works.

    Making games is hard, and unless you’re Valve with virtually infinite time and money, you have to make difficult decisions about what will get you to the finish line the fastest, while maintaining a minimum quality bar.

    Every feature implementation takes time, and every added feature takes time away from something else, which takes you further away from shipping the game.


  • I have no idea how any game client and server implementations work (outside of games I’ve actually worked on), and I’m pretty certain you don’t either, so saying something is “zero effort to add” is presumptuous and naive.

    None of what you’ve said solves any of the issues that I pointed out, only “look at how much extra gameplay you might get!”, and that’s assuming the devs took the time to make their game easily moddable.

    For a primarily PvP game, the biggest challenge a studio (especially a small or mid-sized one) faces is gaining a large enough population of players early on. Without critical mass, the player base will rapidly dwindle because people get tired of waiting in queues for their games to start (whether it’s by matchmaking or finding a custom server), or the quality of the games get worse because they’re constantly getting matched outside their skill level (stomping or being stomped).

    Providing examples of games from Valve doesn’t prove anything because Valve is an extreme outlier. They can afford to put a game out with zero marketing on their part and achieve 170k player concurrency - what other studio has that?

    I’m not disputing the potential advantages that you’ve brought up - I’m only trying to explain the rationale that devs without virtually infinite time, effort and money have to contend with when working on a PvP game.



  • chryan@lemmy.worldtoGames@lemmy.worldDeceive Inc. Developer Sweet Bandits Shuts Down
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    14 days ago

    While this sounds like a good idea, in the modern landscape of PvP games, it would never work.

    Current player expectations for PvP games are now “click play, get into game”. Every layer of friction filters out players who don’t want to go through the hassle of being able to just play the game they bought.

    It seems easy for you because you played multiplayer games in the 90s, but anyone born after that era will have to learn to filter through a megalist of servers with names like “BoB’s L33t S3rv3r”.

    But let’s play devil’s advocate and say the devs could still add the self-hosted servers to their game in a couple different ways.

    If devs added it to accompany the default matchmaking, there’s now the problem of their player base being siphoned away from the main matchmaking pool, which further destroys the default player experience.

    If devs added self-hosted servers as a way to supplement their own matchmaking servers (e.g. officially hosted servers + player hosted servers), the player experience can now wildly vary depending on which server you connect to, especially since devs can’t guarantee the same experience on random Joe’s home ISP connection and server hardware.

    There’s no winning for the devs. While your sentiment is valid, the practicality of doing it is not feasible anymore.

    The sunsetting idea is good though and I wished that happened more too.






  • Because the truth is worth knowing

    This is the defacto argument that gets pulled into reporting, good or bad.

    What is the in the point in the truth in this article’s reporting? What about this story told you anything, or anyone, about what’s ravaging the industry? What message does a supposed $400 million cost tell you other than Concord failed? Do you think 160 developers worked on this project over 8 years with the intent to ‘chase the trend’? Do you think they spent 8 years of their lives building a bad product they didn’t believe in? Or was Sony and the entire leadership team able to fool all 160 people that they were building something special when all they really wanted was a trend chaser?

    If this article has enlightened you in a way that has somehow eluded me, I would very much like to learn what you’ve gleaned.


  • Unless someone from Sony AND ProbablyMonsters confirms the real numbers, I would have nothing concrete to add to the validity of the claims, other than I think it’s bullshit.

    But even if I did have this bulletproof info, why would I do what you suggest? So that games journalism can continue to beat a dead horse?

    News like this doesn’t do the industry and the people who work in it any favors other than to serve the masturbatory curiosity of people who claim “I can’t believe they spent this much on a game that was clearly going to fail!”

    All this kind of reporting does is continue to pull money away from investors who are willing to take chances on new teams making new games (regardless of how derivative they might seem), and cause anguish for the passionate developers who poured their lives into what they believed would have succeeded.

    The games industry is in absolute shambles now thanks to years of psychopathic ravaging from large corporations with milking profits, studio shutdowns and layoffs.

    Contributing to unconstructive reporting will only worsen it, and I would instead encourage you to ignore news like this.




  • This is absolute bullshit.

    Firewalk, the studio that made Concord, used to be a part of a parent startup called ProbablyMonsters. Firewalk was sold to Sony last year, in April 2023.

    ProbablyMonsters only had a total Series A investment of $250 million, and Firewalk was not the only studio that it was funding - it had multiple.

    But let’s just say all $250mil went to Firewalk (of which is impossible because ProbablyMonsters still exists and has other studios). In order to hit this mythical $400mil figure, Sony would have had to spend $150mil in ONE YEAR.

    The most significant cost of making a AAA game is paying for the developers, of which Firewalk has about 160 of them. In what world would Sony pay over 900k per developer to see Concord through to the finish line?

    The more likely figure that each developer got paid on average is about 180k, that’s still just short of 30mil for 1 year.

    Firewalk didn’t start with 160, so you can’t extrapolate that cost to its 8 years of development.

    Don’t believe this horseshit.