• megopie@beehaw.org
    link
    fedilink
    arrow-up
    2
    ·
    2 hours ago

    See, in a lot of games generas I could look past performance issues, but with city builders? Yah, nah, good performance is kind of core. It’s basically impossible to make cities of much more than 40,000 unless you have a monstrosity of a CPU, and even then your game will be chugging. Scale of city is fundamentally limited by the performance, you can just make a larger, more interesting city in cities skylines at the moment. There are some interesting game play changes from from the first, but not interesting enough to make up for the limitations to scale.

    Victoria 3 also has some big performance issues. Like paradox games have always been known to slow down in the late game, but you basically can’t get through the end game in Victoria 3 unless you’re willing to run the game in the background. Again, this is even on good, modern, mid range CPUs.

  • teawrecks@sopuli.xyz
    link
    fedilink
    arrow-up
    11
    ·
    5 hours ago

    I was looking forward to cities 2. When I heard it had crippling performance issues, I decided to wait. Still haven’t gotten back around to it. There are just too many other games that already work for me to put up with broken new releases.

    • Coskii@lemmy.blahaj.zone
      link
      fedilink
      arrow-up
      3
      ·
      4 hours ago

      It was the sheer quantity of dlc stuff along with the second one having potential performance issues that kept me way and away from it for now. I’ll check back in at a 50-90% off sale.

  • apotheotic (she/her)@beehaw.org
    link
    fedilink
    English
    arrow-up
    37
    ·
    9 hours ago

    QA is part of the game development process and its supposed to happen before it reaches end users. They’ve made some good games but they can’t act all surprised that selling a game and letting users be free QA doesn’t cut it.

  • SavvyWolf@pawb.social
    link
    fedilink
    English
    arrow-up
    47
    ·
    11 hours ago

    If only steam had a way to mark games as “hey, this game is in beta, expect issues”. I don’t know, making it clear that we were accessing it early or something…

    I can’t speak for everyone, but I know I’d be willing to tolerate games being a bit buggy if they up front said “we know this game has issues. You can try it now or you can wait until we fix them”.

    • purplemonkeymad@programming.dev
      link
      fedilink
      arrow-up
      22
      ·
      10 hours ago

      Realistically early access launches are just launches. Some games get a boost and surge when they go 1.0, but the vast majority don’t. Using the ea tag may put more people off than the buggyness, and people forget about the game 3 years later when it hits 1.0. I think paradox knew about it and just decided it would reduce sales more then the bug reports would.

      Don’t get me wrong I don’t think games with major bugs should be released as a 1.0 product if they are asking a high price. There are great games that started ea and became great, but it was a risk for them when they did that.

  • Cyrus Draegur@lemm.ee
    link
    fedilink
    English
    arrow-up
    113
    ·
    17 hours ago

    we’re tired of being sold a shit sandwich that may someday become edible? wow who would have ever predicted this utterly unprecedented turn of events except absolutely fucking everybody.

  • TheAlbatross@lemmy.blahaj.zone
    link
    fedilink
    arrow-up
    59
    ·
    17 hours ago

    Ah Paradox is finding their model of releasing unfinished games and getting around to solving it later less appealing!

    That is a little disappointing, actually, as Paradox made some damn good games this way. Crusader Kings 2, Hearts of Iron 4 and Stellaris were all made like that.

    • DebatableRaccoon@lemmy.ca
      link
      fedilink
      arrow-up
      4
      ·
      7 hours ago

      That may be true but with that kind of success behind them, one would assume they have the budget to finish their games without needing the support of the crutch that is the Early Access model.

    • Rose Thorne(She/Her)@lemm.ee
      link
      fedilink
      arrow-up
      34
      ·
      16 hours ago

      I mean, have you looked at HoI4 lately?

      Look, I get it, but the state of DLC in Paradox games has moved beyond even the memes. I think they took those as inspiration. There’s a fucking monthly pass now!

      I deeply enjoy their games, but the DLC bloat confounds me.

      • themoken@startrek.website
        link
        fedilink
        arrow-up
        2
        ·
        4 hours ago

        I feel guilty about it, but I appreciate the monthly pass. I played EUIV for exactly one month, at a total cost of like $7 (got the base game for free at some point) with all the bells and whistles. It seemed like a good compromise because you’d have to pay it for years at this point to cover the DLC out right, but it is a disgusting level of rent seeking behavior.

        Now it bothers me that I’d need to put another $7-$10 into the machine to access those saves, but not as much as if I’d throw down hundreds of dollars on it to own the content for a 10 year old game.

  • DashboTreeFrog@discuss.online
    link
    fedilink
    English
    arrow-up
    23
    ·
    edit-2
    17 hours ago

    Yeah, hard agree with what they’re saying and like the fact that they’re delaying prison architect 2 in light of that.

    Lately and because some early access games have caught my eye, I’ve been thinking about how I don’t have as much time for gaming and want the complete experience right away. If I play a game before it’s fixed or before all the content is out, most likely I’ll never play the game at it’s best because I’ve moved on already.

  • tal@lemmy.today
    link
    fedilink
    English
    arrow-up
    14
    ·
    edit-2
    17 hours ago

    I’m also interested to know whether you think Paradox should make another Sims-style life sim, after nuking Life By You

    I’d personally like a “The Sims”-like game.

    But while I like the sandbox aspect of that series, I was never that into the actual gameplay.

    Being able to make your own structures and interact with them is neat. I like games like that a lot. Dwarf Fortress. Rimworld. Cataclysm: Dark Days Ahead.

    But the actual gameplay in The Sims in that sandbox world doesn’t really excite me all that much. There’s not a lot of strategy or planning or mechanics to explore the interactions of. Watching your Sims do their thing is neat, and I’d enjoy having that go on while I play a game.

    I can imagine a world where I have a lot of control over structures, with NPCs that are sophisticated to an unprecedented degree.

    But I don’t have specific ideas as to how to gamify it well. I just know that The Sims hasn’t gotten there.

    If what one wants is Sim Dollhouse, I guess it’s okay. I know one woman who really liked one entry in the series, bought a computer just to play it. I guess it’s a neat tool for letting people sorta role-play a life. There may be a solid market for that. But for myself, I’d like to have more mechanics to analyze and play around with. Think Kerbal Space Program or something.

    I did like Sim City a fair bit.

  • millie@beehaw.org
    link
    fedilink
    English
    arrow-up
    10
    ·
    edit-2
    17 hours ago

    Honestly, I think the bar for games these days is totally warped. People expect these cinematic masterpieces with ultra-realistic graphics in gigantic 3d landscapes with massive autonomy, extensive character creation options, full voice acting, juiced up complex mechanics, and zero bugs, and they want it yesterday. If it costs more than a full tank of gas they’ll say it’s too expensive, and if it isn’t fully patched on day 1 they’ll call it unfinished.

    It seems almost obvious that simpler 2D games are a better and more satisfying alternative in this landscape. No wonder AAA studios seem like they’re racing to the bottom.

    How are you supposed to get all that and also have a decent story or a sense of cohesion? We need to simplify.

    • 1984@lemmy.today
      link
      fedilink
      arrow-up
      28
      ·
      edit-2
      15 hours ago

      If you look at games that get overwhelmingly positive on steam, most of them have only ok graphics and they cost like 30 dollars. It’s the feeling of the game that matters. Is it fun?

    • Butterbee (She/Her)@beehaw.org
      link
      fedilink
      English
      arrow-up
      35
      ·
      16 hours ago

      What’s that meme? Hold on… I can dust it off since it’s still applicable. Oh, right! “I want shorter games with worse graphics made by people who are paid more to work less, and I mean it!”

      I don’t need it to be super epic in scope and graphically mind blowing. I just want a tight, focused, well thought out game that isn’t buggy af. And it doesn’t have to be flawless day 1, but there should be some pretty good communication and patches in the first month.

    • Didros@beehaw.org
      link
      fedilink
      arrow-up
      23
      ·
      15 hours ago

      “We need to simplify” indie games are doing just fine. It’s almost like super massive studios take much more money to make games with less replay value.

      And who expects cinematic masterpieces? Most gamers skip the cutscenes and all dialog lol

      Studios make the games pretty for pre sale hype. Getting people interested without game play.

    • Iapar@feddit.org
      link
      fedilink
      arrow-up
      2
      ·
      10 hours ago

      Agree. The thing with realistic graphics is that it brings in soooo much complexity on a systems level that it becomes the center point everything else revolves around.

      Imaging a 2d game vs a 3d game. Alone trough that you have a complete third dimension wich you have to account for.

      A whole book full of new bugs are possible now.

      And with realistic graphics the brain now expects the rules of the world to be realistic too.

      My character looks photorealistic so, of course, the environment needs to look photorealistic too otherwise we go into uncanny valley territory.

      So next thing the interaction needs to look realistic too. Think walking trough a forrest and the player character pushing leaves out of his way.

      That is just to fucking much you need to test and invest time in to be flexible anymore.

      The simple answer here is better art direction. Photorealism is neat but not needed.

      With simpler graphics it becomes cheaper to change stuff in development so it becomes more viable to experiment with creative ideas.

      You can have more diverse assets because they are, potentially, cheaper/less time consuming to make and they don’t take as much space.

      Like 1 photorealistic tree needs as much discspace as 2 trees with half the polygons.

      In the and gaming has become a business and people got involved that don’t play games.

      For them it is just an investment and no different to a car or a garden hose. And for those people the only viable way to solve a problem is to trow money at it.

      Which worked but only for making things grander not making it more interesting. For that you need people that solve problems with creativity.

      And you get people who solve problems with creativity when there is less money because you have no other choice but to solve it like that.

      That is clearly not the whole picture but a part of it IMHO.

      I think at this point, if you are a gaming enthusiasts and are informed about the “scene” there is just no reason to buy AAA(AAAAAAA) games anymore.

      And also no need to be angry about it. Just ignore them and talk about the indies that made a change. It is more productive to have that dominate the conversation than what sucks.

      Because talking about shit is still advertisement for shit.

      • Skua@kbin.earth
        link
        fedilink
        arrow-up
        2
        ·
        9 hours ago

        Paradox’s games don’t really do storytelling in a traditional sense. They’re strategy and management games. Some of them are pretty damn good at creating stories dynamically through gameplay, or providing a frame upon which you can create your own stories, but they were never intended to be narrative experiences