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Ilmoita käännösongelmasta
The thing about standards - just like taste - is that they are completely subjective.
My only standard when buying a game:
Am I getting value for the money I am spending?
And that value is purely subjective based upon my level of entertainment and enjoyment. I don't care about Mary's standards. I don't care about Stu's standards. And I don't care about your standards. Because none of that has any bearing on my standards.
So an industry that is in existence to make money is going to chase that money. And that money is coming from millions of others like me who are making value based judgements. Looks like there are more of us than there are of "you."
Adapt or move on.
I do love when people who know nothing about programming, or software design, or design in general throw the word 'unopptimized' around. Since they only ever illustrate how little the ubnderstand about the word or what they are talking about.
The only thing that has changed is that you and others have hit the point where you've become aware of all the options that have always been there and you don't like the fact that most of the options aren't geared towards ye...
That's fine. This is the downside of wrapping your identity up in you prefered brand of consumerism. But don't go talking like this is some downward spiral. Those of use who've been around for a while know that uit'squite the opposite. . Maybe if you stopped tuinneling your vision on a tiny sbubsector of the industry you'd see the truth of the matter.
Because the idea that you might be wrong never occurs to you.
You only look at the "hype" games, instead at the massive, massive amount of games that aren't ""mainstream"".
I swear, DSP mentality is spreading.
People complained about loot boxes, but there's something even worse called FOMO. Games as a service encourage FOMO so that their players don't leave the game.
Big companies don't care about the addiction problems they cause. These types of video games should be regulated as soon as possible.
Also. No ♥♥♥♥ Sherlock., of course a game thats designed to be constantly played is generally gonna keep players around longer than a game that's one-and-done.. But again Here's the secret:
PEOPLE CAN PLAY MORE THAN ONE GAME AT A TIME.
Yeah . Shocking right. Somone can be in the mood for a fighting game today and a an fps tomorrow. They may want to grind in a survival game now, and then have a hankering to try out that halfling barbarian build they were considering.
FOMO is an entirely internal issue. Not everyone suffers from it, and anyone who has a shred of mindfulness can train themselves out of it. FOMO is a personal shortcoming and it requires personal effort to fix.
Addiction is also an internal problem and is harmful no matter the form it takes. Socuiety however is rather selective about what sort of addiction it considers problematic. At the end of the day it's another personal shortcoming that requires a personal solution.
What has gotten worse and what really is the problem is the nasty combination of entitlement and perpetual victimhood that seems to define a distuiurbing amount of the gaming population these days.
Ask the children in your circle what games they play and how often.
FOMO is a serious problem.
What you are saying is like saying people who kill 40 persons in a supermarket can control themselves so let's continue giving away guns ☠️
There are people more likely to suffer from addiction problems, but everyone can fall.
There is no problem in creating addictive multiplayer games, but putting playable or cosmetic content for limited time to force players to play the game or spend a lot of money in a short period of time when they may not want to is irresponsibly forcing FOMO.
a good game, however, requires resources either for tech accessibility or talent pool. With fewer people game wider scope has to go, without tech, game mechanics have to be sacrificed.
I have education on this field, I know how it works better than you, and I'm telling you: true talent rarely if ever gets any chances with the bigger leagues, and indie league's just about "game-art" and cope-productions for the talented who insist on sticking to the field.
I've left, had top notch grades on the leading roles, specially Game Design, and I don't intend to return nor would I cope-out by doing some half-arsed indie game.
That only means people's standards have lowered because gaming became a mainstream form of social coping. There were studies on this matter ever since the mid 2000s, that doesn't make the industry better, just "richer" in terms of investment returns.
The reason why they have been steadily growing are exclusively due to the predatory business practices because the market's now flooded with mid to low quality products which watered down concentration of players, the only good games are those people keep coming back to, and none of those were released in the 2010s, they are either "remakes / updates" of 2000s games or have strong pull elements that are deliberately implemented into certain games to manipulate people into not abandoning the game due to emotional and time investment (reason why so many survival crap games are still rolling, otherwise most would be dead, like Ark)
The only slight exception to these rules might be Fortnite, but might, because it's population has rotated a lot already, those who used to play it never come back. Another often overused argument tends to deal with Valorancid, but than again it does fall into the "remake / sequel" category considering it's a bad copy&paste of CS that only really thrives on Valve's shortcomings, but it's slowly failing due to it not fixing any of CS' problems, not even the cheating issues, though their genius marketing convinced a lot of people it was "cheat-proof", lies never last too long.
if anything consoles have been and are currently, slowly dying out, for pc gaming.