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unlike Outer Wilds, golden loop here is heavily hard-gated by quest progression, not a "true" information game, compromise with AAA market? This fighting game health mechanic is too fussy and unreliable for a busy shooter. I think the intention is to make you scrounge around for ammo during a fight and/or swap weapons more often.
The game is an almighty genre mishmash almost reminiscent of a AAA console game, carefully combining heavy story and character-driven RPG elements with hectic shooter gameplay. The narrative is a vital part of the drive toward in-game progression. Genshin Impact’s turn-based TCG minigame, Genius Invocation.
We're not project leads that pitch entire games, we're [ content creators ] that build the bits of specific content in games - the spells, the monsters, the fights, the classes, the races, the quests, the environments, the stats, the companions, and so on. I think you have the wrong idea about what game designers do.
Felt like they had to cut down 50% of their planned content, which is never easy. The final boss fight is a conversation, and the ultimate weapon is. The final boss fight is a conversation, and the ultimate weapon is. Even AAA has given up on immersive sim RPGs , so any dev deserves praise just for attempting this genre I think.
Truly open worlds populated by procedurally developed content, adaptable game mechanics, and narratives. Designer Jobs: AI-driven procedural content generation (PCG) algorithms generate game content dynamically. Most AAA simply cannot afford the team sizes of today. Fighting against the AI revolution is not the answer.
It is much better than the boring shot reverse-shot cutscene stuff going on in AAA RPGs these days, and makes Skyrim's "sit" mechanic more meaningful. Dense narrow spaces = too much content packed together and repetitive encounters. It's not uncommon to walk between towns and fight like 6 different packs of wolves. Money sink.
It’s Team Fight Tactics for casuals. Clash Royale was reminiscent of some popular Starcraft/Warcraft mods like Nexus Wars or Castle Fight. Supercell attempted to fight this trend by building better tools and a greater focus on user-generated content. There’s nothing bad in incremental innovation.
Some had worked on AAA games I’d played, released indie games, or previously ran companies in games. One that could run, jump, swing, climb, fly, flip and fight in a fluid way. Another really important one for me is avoiding clickbait game dev content and news. One that could do anything, if you were able to pull it off.
During the lockdown years companies grew in headcount to supply content against the massive surge of demand. Most AAA simply cannot afford the team sizes of today. The bull case : AI will supercharge indie developers allowing them to challenge large AAA by removing production constraints.
For example, entering Fighting games is nearly suicidal effort. Fighting games install trends are spiky as is the revenue rate. While games like Plarium’s RAID Shadow Legends boast a lineup of AAA quality 3D champions, you can get away with less. Straightforward content production. Same Studio. More depth.
Some say Unreal is better just because it’s a common choice for AAA studios. Created by Epic Games in 1988, Unreal has won worldwide recognition for high-end graphics and photorealistic quality and has taken the mantle as the AAA game engine. Unreal, on the other hand, is considered to be the main player in the AAA industry.
Eric Seufert explains the concept of content fortresses here. In terms of the share between ad revenue and IAPs, he states that Homa’s less-well performing hybridcasual titles generate 15% of their revenue from IAPs, while its top performers like Fight For America can bring in as much as 40%. But is this really a scalable future?
But for this game, they layered in choice – fight enemies to make your character stronger, and avoid ones that are too tough. They removed all of the F2P monetization, polished some of the features, and released a new batch of content for season 4. What doesn’t kill you makes you stronger. Apex Legends Mobile by EA.
AAA games are first and foremost products and their “smooth functionality” is prized above all else. Here’s a handful of good examples: Final Fantasy VII : you’re part of a terrorist organization that is doing a bombing mission to try and fight back against an evil empire.
A true masterpiece of an ad rivaling launch trailers from AAA games. Unlike with Sniper games, you could move and you were actually fighting other players. Lack of power progression means that the games monetize mainly through cosmetics and thus rely on a murderous content treadmill of visual exciting seasons.
Which makes sense, because the AAA game scene right now is soooo tedious. Yes, there is a lot of repeating content, and not all of it is interesting. Basically, the core storyline has a base, not-too-tough difficulty level, and then there is a lot of optional content that's much harder. Elden Ring. Baldur's Gate 3. But whatever.
content coming out in the future, please do subscribe to the Deconstructor of Fun infrequent but powerful newsletter. AAA game franchises are in the middle of a renaissance on mobile. The studio then switched to developing content for mobile and created a pair of exclusive titles for China’s WeChat social platform in 2013.
But when you think about the AAA catalogs offered by Xbox Game Pass and Playstation Now, this just seems like a nearly impossible battle to take on for a streaming media company with little game development experience, no matter how flush with cash they are. Plus they have a library of world-class content.
3rd party IPs account for about 20% of the Top 300 Grossing games in the USA (not counting event content). This is almost impossible to make game about unless it was a AAA console action game in the vein of Uncharted. As separate worlds, Disney’s characters are about so much more than just winning the fight.
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