[-] cottonmon@lemmy.world 39 points 5 months ago

and because of this, the game isn't available in my region. Guess I'll pirate it if I ever feel like playing it then.

[-] cottonmon@lemmy.world 27 points 9 months ago

Ubisoft seems like one of the shittiest game companies. They were one of the earliest companies that implemented Always-on DRM, requiring an app to open chests, trying to put ads when you paused the game, refusing to put games on Steam because they want more money, sexual assault/harassment allegations etc.

[-] cottonmon@lemmy.world 27 points 10 months ago

I really hope Gamefaqs continues to persist. I still think it's one of the best places for guides.

[-] cottonmon@lemmy.world 21 points 10 months ago

I'm guessing this is still related to that time where a guy running a tournament had his nude Chun-Li mod on.

[-] cottonmon@lemmy.world 31 points 10 months ago

Best guess is people voted it because they didn't know any of the other games and didn't bother to check.

[-] cottonmon@lemmy.world 16 points 10 months ago* (last edited 10 months ago)

Not the person you're replying to, but from what I've read before Valve is kind of notorious for this because they do encourage people to work on what they want. The problem with this is that it also means it's hard to get support for your project. For example, in order to get Half-Life: Alyx pushed out, they had to suspend that policy of working only on things that make them happy.

Here's a quote from the wiki article about HL: Alyx's development:

Valve abandoned episodic development and made several failed attempts to develop further Half-Life projects. Walker blamed the lack of progress on Valve's flat management structure, whereby employees decide what to work on themselves. He said the team eventually decided they would be happier if they worked together on a large project, even if it was not their preferred choice.

Here's some additional info on how they work from an interview:

Robin Walker: We started in February of 2016, I think, with a small team, and we brought out a small prototype. Then people started to play that, understood what we were trying to do afterward, and started joining up. We had 80 people on the team when we were about midway through. The exact size of the team I wouldn’t be able to tell you. The way things work at Valve, people organically join once they’ve finished up what they were doing before, and if what you’re doing makes sense to them. So it was always full steam ahead, I guess, but not in the sense that all 80 people were there from day one.

Jane Ng: I joined the project last year, I think. People just sort of see that “Hey, this project’s getting pretty cool,” and then they roll their desks over when they’re done with whatever they were doing.

[-] cottonmon@lemmy.world 20 points 10 months ago

I really don't understand this argument. Aren't you basically pointing out that Steam is better because they cater to a demographic that most companies won't consider because of the small market size?

[-] cottonmon@lemmy.world 18 points 10 months ago* (last edited 10 months ago)

Yeah, this caused A LOT of controversy back then. As far as I know, Epic has stopped doing this and has pivoted a bit more into funding game development (i.e. Alan Wake 2.) That being said, that gave Epic a terrible reputation when they initially launched EGS.

[-] cottonmon@lemmy.world 101 points 10 months ago

I posted about this in another thread, but Epic also bought exclusivity for games that were crowd-funded then had the option to have the game on Steam removed or you'd get the Steam key after the exclusivity period expired. This pissed off a lot of people.

[-] cottonmon@lemmy.world 21 points 10 months ago

An important detail regarding exclusivity. What made a ton of people pissed off (and justifiably so, in my opinion) is that they bought exclusivity for games that were kickstarted which resulted in the option for Steam keys being removed for these games.

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The Difficulty Paradox (www.youtube.com)
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[-] cottonmon@lemmy.world 23 points 1 year ago

Yeah, Yahtzee and ZP was what kept The Escapist alive (Pretty sure there was a point where ZP was their only content). Cold Take was the other thing that was interesting and they lost that too. I don't think they have any other content without those guys.

[-] cottonmon@lemmy.world 26 points 1 year ago

Epic funding games development was only a recent thing. For the most part, they were buying exclusivity for games that were already set to be released or were already in active development. The other reason why this was hated was because they bought exclusivity for games that were crowd-funded back when the store was newly opened.

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cottonmon

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