formerly /u/squirrelrampage on Reddit

  • 4 Posts
  • 26 Comments
Joined 1 year ago
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Cake day: June 16th, 2023

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  • I love this game (500 hours played), but I have to bring up a point of criticism…

    One aspect which has not aged well IMHO is the “kindness coin” mechanic: The exchange of goods for the NPCs’ friendship and/or affection. You give the NPCs stuff, then you give them more stuff, then some more on top, then you get a cut scene and then you get back to giving them stuff until you trigger the next one.

    Yes, the requests on the blackboard and the occasional personal quest mix up things a little bit, but overall the mechanic remains the same and for me over the years this has cheapened the interaction with the NPCs for me somewhat: They are mostly transactional and predictable to the point where you can calculate their outcome.
    You have to give character A so-and-so many objects X to romance them. It takes so-and-so many days to do that.

    Sure, the “kindness coins” mechanic was industry standard at the time, but I wish there were more variety in regards to the interactions with the NPCs, because they are amazingly written and I wish there was more to do with them besides giving them stuff over and over again.





  • Sure, the death of the live service hype plays a role, too, but in my view it is mostly due to the gravy train of cheap money coming to a halt: Lots of companies are scaling back because they had funded themselves with loans while laundering profits through tax havens. Gaming companies are not much different from tech companies and media companies in this regard. Those are also in hot water ATM and fire people in order to stabilize their cash flow.

    At the end of the day, gaming companies are going to invest far less in the future. Games such as “Spider-Man 2” and other AAA titles with exorbitant budgets will become rare. This has been a trend for years.

    Thus I am rather certain that 2023 was one of the last years where we have seen a strong line-up of high quality, high budget titles alongside indie success stories.














  • Ars Technica has done an interview with Unity’s Marc Whitten and Whitten’s responses are very, very telling:

    “It was not our intent to nickel-and-dime it, but it came across that way,” he said. […]
    "A large part of the problem, Whitten said, was that Unity “didn’t communicate effectively… There were areas where there was some confusion, and we could have done a better job.” […]
    “That’s on us,” he continued. “We didn’t do a good enough job… of delivering the information that would help people.”

    It shows how dishonest he still is: Of course, they wanted to nickel-and-dime everything. People were not “confused”, they were outraged. No matter how much of a mess Unity’s initial explanations of the details were, the core message was pretty clear: Unity was aiming to get as much money out of developers as it can and it did neither bother to iron out the details of the changes, nor assess the potential damage their plans could do.

    Rumours from inside Unity said that their own employees warned management, but managment saw a chance to make money and plowed ahead.

    And going by Whitten’s statements, they still want to hide behind meaningless corpo-speak and the same people who got their business into this mess now claim that they have changed their ways.