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2 yr. ago

  • Buses are unreliable, because they get caught in traffic. Trains maybe don't run as often as we'd like them to, especially at night and on weekends, but my friends and I can rely on them, and they hit most of our frequent destinations anyway.

  • Anecdotally, I've got some friends on the other side of the river that said much the same and ended up switching to coming into the city via transit, as intended.

  • I haven't played it, but the same elevator pitch is given every time someone describes it on a podcast: it's like someone made off-brand Half-Life and merged it with the survival genre. I've heard a lot of good things.

  • Limited replayability? It's top of mind for me when I'm rattling off replayable games.

  • I love the story of that game, too, but being unable to progress at those points makes for a good strategy game while also being antithetical to its message, lol.

  • Split Fiction is published by EA.

  • Even just split-screen multiplayer has value. Replication is handled by the engine. User accounts are handled by your storefront. Anti-cheat is something you're thinking about if you're designing an e-sport, but if you're just making a fun video game that you might play with friends, it's a nice-to-have. Why are we even collecting data such that GDPR is a problem? I know these are all things that multiplayer devs tell you they're thinking about as to why this is so complicated, but we've lost the plot here so much that they're building a game that they're already expecting is going to reach millions of people without even being sure that they're going to hit thousands. Which is how we get to an article like this one.

  • We’ve come a long way from the days when one programmer added multiplayer into Goldeneye at the very end of development, that could never happen today.

    Why? I can't name a reason why this couldn't be. Even extrapolating out for added complexity of network multiplayer, maybe it wouldn't be feasible to add in just a handful of weeks, but if you're already developing with client-server in mind, the same thing can still be whipped up today in a reasonable amount of time.

    Even the rest of your comment makes it seem like if there aren't thousands of concurrent players weeks after launch that it's somehow failed as a multiplayer game. The industry has broken all of our brains so thoroughly that most of us can't remember a time where that wasn't a goal, and I'm arguing that it's better if we didn't make it the goal. If you make a multiplayer mode that you can play with friends, that has bots to fall back on when you don't, and is designed to scale to very few players in a match, that multiplayer mode offers just as much value in week 1 as it does 20 years later. It's not falling back on a single player mode, nor is it a failure as a multiplayer game in a competitive market if you build something that can withstand reaching a small audience, like the industry used to. That we used to get both modes in tons of games back in the day is what made these games "the full package" rather than only a single player game or only a multiplayer game, and I reject the idea that one of those two things has to suffer for the other to be good.

    Halo didn't have Xbox Live until the sequel because Xbox Live didn't exist yet when Halo 1 was built, but it did still have network multiplayer. And that was still very much serving multiple masters, just like its predecessor.

  • I seem to recall the reason they dropped the first one being that the tech stack it was built on couldn't support the number of players trying to play it at once.

  • Halo was a game with a single player campaign, that could be played co-op, and also had versus multiplayer. It served many masters. This game only serves the latter. Halo's multiplayer was played for years by a core group, but probably the most common use case was that it was played only a handful of times with friends, everyone had a great time, and it didn't matter that people didn't keep playing it after those handful of times. What would make FPS games great again, to me, is if we remembered all of that stuff about Halo rather than trying to be the one viral success out of tens of thousands of game releases every year, where failure results in tons of job losses because your company has no Plan B.

  • Thanks. A lot of rally games have come up over the years, but to my eye, surprisingly few of them have any multiplayer to speak of, let alone local, so I have yet to try one.

  • There were three edits in the past few days. Feel free to look at the diff, but I'm not making a Fandom account to do so. It would stand to reason that it was this list, and those three edits probably account for Palworld's number being lower in the graphic and why the wiki has two more games on it, if they pulled the data more than a few days ago.

  • Its source is a wiki, noted in the bottom right corner. I've seen plenty of these numbers reported publicly before. By its very nature, it's going to lag behind real time.

  • Our demographic is dwarfed by the type of person who only plays 4 or fewer games per year. These people play Assassin's Creed, Call of Duty, EA's soccer game, GTA, etc. Call of Duty is one of the highest selling games each year because it sells to people whose only video game for the year is Call of Duty.

  • I played it at release, and I had a negligible number of technical issues on PC. Not everyone had a bad time with it back then.

  • This is number of copies sold. It really did sell that high. And if that blows your mind, wait until you find out Human Fall Flat sold like 40M copies.

  • Well, I know at least one part of this is pretty out of date. Baldur's Gate 3 just got confirmed a few weeks ago as having sold over 20M copies. We have so many round numbers here because companies generally only share milestones.

  • That might be a solid recommendation for others, but speaking for myself, licensed cars and tracks do nothing for me and in most cases will probably put some drag on my enjoyment, because real racing asks you to do things like "not checking the car next to you" that would put real people in harm's way; and damaging licensed cars in video games is generally frowned upon by the licensors. And also speaking for myself, the store page says it has no local multiplayer, which is my primary use case for a racing game, so its omission is a deal-breaker. Most of the genre has gone this way in recent years, catering to the crowd that likes licensed cars and real tracks, and that's why I haven't had as many racing games to play of late. There's still some stuff for me, though.

  • Games @lemmy.world

    The Untold Story of the Nintendo Entertainment System

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    Did Obsidian Master the Art of the Efficient Epic? | NYT

    www.nytimes.com /2025/12/22/arts/outer-worlds-avowed-grounded-obsidian.html
  • Games @lemmy.world

    The Knightling Did Everything Right - It Still Struggled to Sell | Beyond the Pixels Podcast

  • Games @lemmy.world

    Vince Zampella, video game developer behind 'Call of Duty' franchise, killed in mountain road crash

    www.nbclosangeles.com /news/local/video-game-developer-vince-zampella-crash-call-of-duty/3819576/
  • Games @lemmy.world

    Video Game Physical Software and Hardware Sales Just Had the Worst November in the U.S. Since 1995 - IGN

    www.ign.com /articles/video-game-physical-software-and-hardware-sales-just-had-the-worst-november-in-the-us-since-1995
  • Games @lemmy.world

    ‘Baldur’s Gate 3’ Maker Promises ‘Divinity’ Will Be ‘Next Level’

    www.bloomberg.com /news/newsletters/2025-12-16/-baldur-s-gate-3-maker-promises-divinity-will-be-next-level
  • Games @lemmy.world

    A Gaming Tour de Force That Is Very, Very French

    www.nytimes.com /2025/12/11/arts/clair-obscur-expedition-33-sandfall.html
  • Games @lemmy.world

    Evo Japan and Las Vegas 2026 lineups announced

    evo.gg /events/evo2026
  • Games @lemmy.world

    Neath - Announcement Trailer

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    Wreckreation maker Three Fields Entertainment puts whole studio on redundancy notice

    www.gamesindustry.biz /wreckreation-maker-three-fields-entertainment-puts-whole-studio-on-redundancy-notice
  • Games @lemmy.world

    Creator of Hit Game Shovel Knight Is at a ‘Make or Break’ Moment

    www.bloomberg.com /news/articles/2025-12-02/creator-of-hit-game-shovel-knight-is-at-make-or-break-moment
  • Games @lemmy.world

    LET IT DIE offline version announced

    www.gematsu.com /2025/12/let-it-die-offline-version-announced
  • Games @lemmy.world

    Valve Addresses Steam Machine Anti-Cheat Concerns, Says It's Working Towards Support

    thisweekinvideogames.com /news/valve-addresses-anti-cheat-steam-machine-concerns-and-is-working-towards-support/
  • Games @lemmy.world

    Preserving code that shaped generations: Zork I, II, and III go Open Source

    opensource.microsoft.com /blog/2025/11/20/preserving-code-that-shaped-generations-zork-i-ii-and-iii-go-open-source
  • Games @lemmy.world

    The Turbulent, Seven-Year Saga Behind Hit Game ‘Dispatch’

    www.bloomberg.com /news/newsletters/2025-11-14/the-turbulent-seven-year-saga-behind-hit-game-dispatch
  • Games @lemmy.world

    Sony’s Concord Is Playable Again Thanks To Fan-Made Custom Servers

    thegamepost.com /sony-concord-playable-again-custom-servers/
  • Games @lemmy.world

    Steam Hardware

    store.steampowered.com /sale/hardware
  • Games @lemmy.world

    ‘Grand Theft Auto VI’ Is Postponed Again — to November 2026

    www.bloomberg.com /news/articles/2025-11-06/-grand-theft-auto-vi-is-postponed-again-to-november-2026
  • Games @lemmy.world

    Pillars of Eternity – Turn-Based Mode Beta Announcement Trailer