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I hate what video games have become

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Re: I hate what video games have become

#641
post #605

Earlier quoted context omitted.

Well, Rocket League doesn't need to be a "viable live service game", it could just be a regular multiplayer game that gives you a client and server executable to run your own. It isn't like not being a live service game killed Quake 3, for example.

Arguably Rocket League does need to be a viable live service game. Without a sufficient player base, there's not enough for consistent match making...or you get matched to players far outside your skill level. Neither experience is good. Titanfall 2 is a good general example of attempting what you describe. As many have pointed out, that simply doesn't fly anymore. Quake 3 was over twenty years ago. There are many di…

You can still run a master/default server (i'm repeating the same reply to everyone because it seems everyone has the assumption that providing a server executable means the game doesn't get to provide one or something).

Re: I hate what video games have become

#642

Earlier quoted context omitted.

Well, Rocket League doesn't need to be a "viable live service game", it could just be a regular multiplayer game that gives you a client and server executable to run your own. It isn't like not being a live service game killed Quake 3, for example.

Quake 3 is over twenty years old though. Yes, obviously a big part of it is that every studio is hoping for their game to become the next WoW or Fortnite or Destiny— a franchise that will print money for a decade with not much more investment than a few content drops a year. But I think the expectations of players have changed too, as far as matchmaking, leaderboards, progression, anti-cheat, anti-abuse, etc. You jus…

You can have a master/default server.

Re: I hate what video games have become

#643

Earlier quoted context omitted.

Well, Rocket League doesn't need to be a "viable live service game", it could just be a regular multiplayer game that gives you a client and server executable to run your own. It isn't like not being a live service game killed Quake 3, for example.

I guess it depends what you mean by need. Many multiplayer games (like AoE2) have switched to a hosted server approach because it’s better for performance and matchmaking. I mean, thinking back 15 years, non-LAN multiplayer was not very good at all. Even LAN multiplayer could be hard to set up. Even today, it’s fairly limited (especially since your upload speed is probably severely limited). But hosted servers for ev…

You can still run a default/master server, providing a server executable doesn't mean it is the only way to play the game. But if the game stops being popular in the future it doesn't kill the entire game.

Re: I hate what video games have become

#644

Earlier quoted context omitted.

Well, Rocket League doesn't need to be a "viable live service game", it could just be a regular multiplayer game that gives you a client and server executable to run your own. It isn't like not being a live service game killed Quake 3, for example.

Yes, Psyonix could drop development of RL and start work on new titles. That's just comparatively risky for them. > It isn't like not being a live service game killed Quake 3, for example. Dead to who? It still has players, but it's "financially" dead, which is what the studio cares about when making these choices.

The game will die financially at some point regardless, the message i replied to wrote that it is about the game surviving. A game does not need to absolutely require everyone use the same server to survive as has been proven by other games also not requiring that.

Keep in mind again that this is about the game surviving not about squeezing all the money possible out of their playerbase - after all the topic was about hating what video games have become.

Re: I hate what video games have become

#645
post #315

Earlier quoted context omitted.

> Cosmetics are the prime example of an honest F2P, as they have zero impact on the game To have zero impact on the game, they'd have to not be a part of the game. Or have ever existed at all, really. But if you think they are so meaningless, why do you think people buy them? Also, don't you think convincing someone to buy nothing sounds like something a con artist would do? > allow the developers to eat How do micro…

> But if you think they are so meaningless, why do you think people buy them? Because they're fun. Some people are willing to spend $5 so that their Rocket League car is the Batmobile. It has no effect on the mechanics of the game (Your car's hitbox is still the same, and it has the same speed/acceleration), but makes the game that much more enjoyable for the player. In Splitgate (F2P FPS), I bought the battle pass f…

Splitgate is annoying because some skins look red and blue and you can't tell what team they're on. I haven't played enough to find out how long it takes to get used to that. It's also a poor quality game and precisely the type of thing that comes to mind when I hear F2P (I realize Splitgate may have started out as a fun project more than a microtransaction cow from the outset). I quickly returned to Halo. I prefer playing games that actually feel like real products and are created by people who know what they're doing.

Re: I hate what video games have become

#646

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?

In F2P games you need to spend hundreds of hours to either grind to unlock basic functionality, or even if they don't have grinding, you still need skins or everyone will leave your party because they assume you're a noob. Skins drag down game performance. I've seen literal billion dollar games where it ran perfectly fine until they added waves of skins. Also multiple games where each time someone comes near you with a skin, the game freezes to load the skin (probably a blocking socket call in the middle of the main game client loop, as that's the quality you get in such games). And in most games, emotes and skins allow unintended behavior that gives advantages to their users. This is what happens when you focus all dev work on designing skins and zero thought goes into how they would affect the game.

Now, since you don't want to spend hundreds of hours unlocking the ability to play the game on a level playing field, you will probably want to spend money to unlock these things. This will costs hundreds of dollars, far more than you would pay for an actual real game. Even if you unlock them the free way, there's a high chance your account eventually gets banned. As, once again, the studio has no experience in anything other than skin design, and have no idea how their game actually works and will cave in to every single basic cheating allegation and social crap like "he was in my game therefore he stream sniped me". Again, if you have ever played a game in the last 30 years, you would be well aware that most people in charge do not understand very basics like how you could infer an enemy is near you because you heard him behind the wall, or he triggered something on the map somewhere that tells the other player that trigger was indeed triggered across the map.

> zero impact

Obviously false unless you have never played a game before.

Re: I hate what video games have become

#647
Man if a blog post like this makes the 2nd page I wonder what a proper rant would do. Like I used to write them and always get banned on Steam forums, because criticism = lost revenue and we can't have that. My Steam account was banned so often that the next ban will last 2 years. And I wasn't even offensive or insulting. Meanwhile Valve did get a slight grip or maybe I have changed? Whatever the case it has lead me to not spend money on their platform and in general. If it's a b2p game I pirate like I always have. Because if you want my money you will not silence my opinion and feedback of your game. And you will not restrict resale of the games I bought. Despite court ruling that Steam has to open up and enable resale of licenses, shit all has happened. And they're not the only platform where it's not possible to do so. So good job game industry - you have lost a paying customer for good.

Valve's Steam is extra predatory and anti consumer. A little story. Back in the day I was very active at the game Meridian 59, the 1st MMORPG. But not on the official side, on the reverse engineering side. Later when it got abandoned by 3do a compiled server exe leaked along with resources and configuration. We learned a lot from that, wrote tools, created new art, etc. My point is I knew a lot about the software, so I posted on Valve Steam's Meridian 59 forum with detailed knowledge about something only someone familiar with the software could know, which lead to a ban, because someone was apparently harassing the moderator there and he thought I was him. So I was unjustly banned because the moderator saw ghosts where none were and I appealed to Valve. The response was "be that as it may there's nothing we will do about it". So the case was clearly in my favor but Valve hands all power to the forum moderators. And the rule like dictators. One especially terrible Dictator is SamBC terror moderating 2k affiliated forums. If you write anything negative about a game of theirs and see all the paid white knights jumping in to defend the company sales and you call them out for what they are you will get banned. Accumulate a few bans and you will get an account ban. But to finish the story, I then contacted the moderator outside the game and the ban was lifted, not by Valve but by him. That didn't change the fact though that it counted as 1 ban point towards an account ban, which eventually lead to a 1 year ban on Steam.

I'm 47 years old now and I will not be silenced or told what to write especially if what I write is not offensive.

I once got a ban for disagreeing with the choice of a female protagonist in the "For Honor" game, because it's so far from historical facts that I cringed every time I tried to play the game. When something is so wrong that it upsets me I have to write about it. And the moderators there didn't like that I returned to the thread and continued to write about how historically inaccurate it was and how unrealistic this was. Nope can't have someone voicing their opinion and literally telling them what a shitshow their produced. That's bad for business and must be banned.

I for one am done with buying games and you can thank your overzealous moderators for that, game industry.

Re: I hate what video games have become

#648
post #383

Earlier quoted context omitted.

For me the biggest negative to F2P is in competitive games, so especially Rocket League in this case, because being F2P means that the competitive element and matchmaking system is 100% worthless.

League of Legends is the most popular competitive game in the world, and is free to play. Calling the competitive aspect and matchmaking worthless in f2p games is incredibly naive.

My experience of two games going free to play, PUBG and Rocket League, is that in the former 100% of games now have cheaters in and in the latter ~25-40% games have people playing on fresh accounts to keep their rank artificially low.

Re: I hate what video games have become

#649

Earlier quoted context omitted.

Yeah, people blame the developers, blame the publishers, but I think the sad truth is, gamers themselves shoulder much of the blame. Somehow the public came to believe that everything should be free. Maybe it was the internet? Maybe it was sites/apps like Facebook? Regardless, when a great piece of software that happens to have a price tag fails to sell, whose fault is that? Don't blame developers/publishers for goin…

Why blame anyone? Gamers get the content they want in the way they prefer to pay for it, developers and publishers get paid. The market has pretty clearly spoken and decided that people prefer cosmetic micro transactions with free to play games. Just because it doesn’t match the Hacker News gaming utopia template doesn’t mean anyone is doing anything wrong. This is especially true for multiplayer games where a lot of…

Wrong. The market has not spoken. The producers leave no alternative so it's do or die for consumers

Re: I hate what video games have become

#650

Earlier quoted context omitted.

I'm genuinely confused by this. Are you saying that you shouldn't have to worry about eating and living indoors? Or are you saying that you literally forget people have to pay for those things? Can you please explain what you mean?

My society provides free food and housing to everyone. Funny enough I literally forgot that's not universal (yet).

Your society?
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