Live data from Hacker News

I hate what video games have become

ivanca.tumblr.com

241–250 of 690 posts

Re: I hate what video games have become

#241

Earlier quoted context omitted.

Isn’t WoT the game where you can pay to get slightly better bullets? Even if that’s just a small bonus, that makes it P2W instantly.

Yes, and they used to be premium, real money shells only. But years ago they made them simply purchaseable with ingame money. But to have any of that spare, you need to play with "premium" time (which is fairly easy to get for free) or be really good at the game.

Ah, I guess that makes it a more complex thing to argue about. I only played it many years ago for a short time and remembered the golden bullets that were real money only.

Re: I hate what video games have become

#242

Earlier quoted context omitted.

Fair criticism, but one that is only relevant in the first place because of freemium. Prior to that business model, there was no such thing as a company continuing to provide regular, ongoing support to a 7 year old game of the non-subscription variety. I mean, how or why would they? You release something; it makes 90% of its lifetime revenue in year 1; if you continue working on it for 6 more years, you're out of bu…

https://liquipedia.net/starcraft/Patches Yep, nothing to see here, no regular, ongoing support to a 20 year old game of the non-subscription variety at all. Warcraft 3 (from 2003) was similarly updated well into 2019. Now, most regular games only get 2 or 3 years of attention. > Along come NFTs, with potential permanent ownership... but gamers despise that idea, too. Oh no, how dare we despise things that anyone can…

StarCraft is a bit special with so much e-sports attention. I wouldn't necessary compare other games to it.

Re: I hate what video games have become

#244

As a (non game) developer, I can say, thay free to play is instantly dead on arrival for me. The moment something is known to become or becomes free to play is the moment I lose all interest. The dishonesty in the system itself is what makes this unbearable for me. Developers need to eat, Managers need to eat, Marketeers need to eat... And sometimes psychologists doing evil mindtricks and supporting gambling addictio…

> The dishonesty in the system itself is what makes this unbearable for me.

How is it dishonest? F2P does not automatically mean using dark patterns or openly making it Pay2win. Cosmetics are the prime example of an honest F2P, as they have zero impact on the game and still allow the developers to eat.

Do you consider demos also dishonest?

Re: I hate what video games have become

#245

This economic model for games is kind of required at this point, but the author is hitting on something true about the industry: it's not as good as it used to be. The golden age of gaming ended somewhere in 2005-ish, and now the vast majority of games are derivative and often worse than the originals in terms of gameplay. They sell because people like new content. They are also less about the art, and more about the…

I don't agree. Mobile gaming went to the roof in terms of annoying monatization models. But you still have good games. The Witcher 3, Mass Effect. Minecraft. All pretty good games with no real shortcomings.

Re: I hate what video games have become

#246
post #204

This is just a self-inflicted bubble problem. There are now so many interesting games without any dark patterns on Steam alone that one can spend an entire lifetime playing awesome games without ever encountering a single loot box, just step a bit outside the AAA and mobile bubbles.

Quite right. If there's a golden age of video gaming, we're living in it now. The sheer quantity of quality, innovative games out there is almost absurd.

I was reminded of this when I ended up on reddit's Unity development subreddit (https://old.reddit.com/r/Unity3D/top/)

The daily amount of creativity, talent and technical ability blows my mind!

Re: I hate what video games have become

#247

Earlier quoted context omitted.

Fair criticism, but one that is only relevant in the first place because of freemium. Prior to that business model, there was no such thing as a company continuing to provide regular, ongoing support to a 7 year old game of the non-subscription variety. I mean, how or why would they? You release something; it makes 90% of its lifetime revenue in year 1; if you continue working on it for 6 more years, you're out of bu…

https://liquipedia.net/starcraft/Patches Yep, nothing to see here, no regular, ongoing support to a 20 year old game of the non-subscription variety at all. Warcraft 3 (from 2003) was similarly updated well into 2019. Now, most regular games only get 2 or 3 years of attention. > Along come NFTs, with potential permanent ownership... but gamers despise that idea, too. Oh no, how dare we despise things that anyone can…

Adding to that list, most valve games (even half life 1 from 1996) still getting updates today, and indie game terraria released in 2011 which got big content updates over a decade.

Re: I hate what video games have become

#249
post #63

Maybe some use case for NFTs after all. Link the stuff you can get through playing a game or buy ingame for cash to a NFT and boom, players really own that stuff and are free to sell it on the secondary market.

You're describing Diablo 3's famously unpopular and disastrous auction house. Adding resale would just make everything worse — especially if you rope NFTs into it for no reason.

On other hand Valve's model doesn't seem too hated. And I got my Steam Deck out of it. I much prefer some chance to get money I invested back, even as only store credit.

Re: I hate what video games have become

#250
post #5
post #2

Talk about entitled. Freemium exists because of piracy. Why blame the video game industry for something caused by criminals. Developers need to eat too.

> Freemium exists because of piracy. what horse-shit, let's see the numbers. my personal take : freemium exists because the video game industry figured out to exploit the gambling bugs in the human psyche to leverage them to gain even further profit. If piracy killed gaming so badly, how are the market numbers represented from now (when piracy is rampant and distribution is easy) from then (let's say the 80s or early…

Wasn't piracy pretty rampant in 80s and 90s? At least on PC and other home computers? Ofc, it was not online, but friend to friend and via some BBS...
Post reply on HN