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ExtraWildGames - Nov 4, 2024

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 ExtraWildGames Jan 2, 2025

Gr0undP0und said:

Yes. A lot of these new trends/fads/gimmicks are made to "woo" investors, which is why the PS5 pro reveal seemed more like a marketing pitch you'd see from some private business event instead of something a consumer would actually want.

Now you as a consumer might not be going apeshit over some dumb garbage like "AI resolution scaling," but show this to some disconnected dudebro wall street investor and they'll think "megabillions" if they invest into Sony's company for this technology.

As far as sales go, I really can't find anything concrete but this GR article, and even then they don't give full numbers.


Because these bastards have tons of hedgefund/legacy money to throw out, the average consumer's opinions/money is just seen as "dirt" while investor influence are seen as the pretty flowers that are more attractive (the irony is, you need dirt to plant the seeds for the flowers).

Basically the large majority of the gaming public's opinion is getting tossed out the window in favor of corpo douchebags who understand nothing about games, don't care how they're made, and don't care if all games play exactly the same, The gaming industry, for whatever reason, wants to be like Hollywood. Literally just celebrating and circle jerking themselves because they "make art." Which is why you see this weird fixation on harwdware specs, multimedia usage, etc. instead of ACTUAL games and the content they want.

 Gr0undP0und Jan 2, 2025

ExtraWildGames said:

100% and as you say "you need dirt to plan the seeds for the flowers", so if demand goes low enough, they will lose investor interest, and eventually the market will collapse.

I am no investor, even i know that the finance is a 0 sum game, meaning if you do not supply to demand, then you are not promoting cash flow.

I just hope they do not f up so badly, that they take down societies, heck Sony japan seem to be fighting back attempting to by from software, but part of me is dreading this, as from held on to older ideals and design methods (fun and engaging story telling), which is why their games are lorded and sell so well. Sony Japan is attempting to buy credibility in my view, and more investor confidence, how much that will mean to their consumer, is any ones guess.

Regarding the "make art" idea from their side, well "art" takes time, effort and needs to communicate to the person consuming it, hence art is relative to the person who experiences is. For them i think "art" is make numbers go up! I would add an f to the start of that word, if that's the case.

So everyone lets press "f" for the games industry!

Sorry for the cringe joke!

 antime Jan 2, 2025

ExtraWildGames said:

For November, the PS5 Pro accounted for 19% of total PS5 sales in the US..., 26% in the UK..., and 63% in Japan... for the launch week.

There will always be a demand for more/better graphics, and in many cases the Pro means you no longer have to decide between "performance" and "quality".

 ExtraWildGames Jan 2, 2025

antime said:

Thanks for the statistics.

 Tiviat Jan 3, 2025

Gr0undP0und said:

I've been feeling like "some" games are just elaborate pricey tech demos

 ExtraWildGames Jan 4, 2025

Tiviat said:

Not only that, but they all play pretty much the damn same. You play 1 hero shooter, you probably played them all. You play 1 GOW/TLOU clone, you played them all. These games are trying to profit off the backs of other successful games with no creativity/unique input from the devs. Just literally copy past inventory, crafting and other unnecessary garbage design trends that have plagued the modern gaming market.

 Tiviat Jan 4, 2025

ExtraWildGames said:

The reason why they all feel the same, is because MOST games utilize the newest Unreal Engine, with the exception of COD and Battlefront which is being ran on a proprietary in house engine. Even now, all major fighters are ran on the Unreal Engine, which NOT only makes them look similar, but also play the same too. For example, Tekken 6 was the LAST TIME Namco/Bandai made their game engine IN HOUSE(aka from scratch), and with subsequent tekken games, they opted for the UE to help them make their titles. That's when articles noting platform instability started to surface. But, having the engine saves some development time , which helps get the game out the door quicker for money and market sake. But, the overall feeling on the consumer's end sucks, because now its like its a cheap experience. To me, this seems deliberate, if you ask me.

 Gr0undP0und Jan 4, 2025

Tiviat said:


That "quicker" regrading the engine i can accept as long as they higher the invested talent to work on it. As the engine in it self does not make the games always look 100% the same, more who is using it to make said game imho.

People often forget (or ignore not saying you do, but i would like to bring this to the front of the conversation) that the talent pool involved in the game count to what we see, but companies want the same contractors (cheap and often overworked) who are not invested in the game, and just want to "do thier job to move on to the next one" (i am one (engineering not gaming), i know the feeling and some jobs are not worth the investment, tick a box and move one).This is why job posting are looking for recent graduates with 5 years experience..... or a junior engineer / developer with 10....cheap short term labor they can get rid of on a moments notice. Meaning you get the same base product.

The person directing traffic such as directors, writers and designers are no better, in today's industry allot of them not all, but allot are hacks, that just want to finish the game and ship it out the door asap, as the people above (often overpaid blow hards), are putting the pressure on, as they want to show a return of some kind to try and balance the books in some way for the next investor rallying. Another thing that feeds in to this quick and dirty ideal of gaming dev imo is the advent of day one patches / updates, meaning delivering broken games on launch and burning the bridges of your customer base. They need to higher quality people and let them bake, that is all there is to it!

More needs to change, i have had the argument of in house engines (which if talented people where working on it, could produce some amazing stuff with little power, just look at the ps2 days) vs generic off the self solutions (epic, unreal, crystal tools, etc) for years, yes the off the shelf stuff serve a purpose, and get things done sooner, but they also bloat the costs which is usually taken out on the dev and other "easily replaceable staff even though there is a "shortage"" hide and they produce a worse game no one wanted overall.

(Do not get me started on the whole flooding the market to make wages cheaper argument, it is valid but not for this forum. )

And these are only some of the problems plaguing the industry right now imho.

As always, sorry for my bad english.

 ExtraWildGames Jan 5, 2025

Tiviat said:

I mean even with fighting games, they still have a more varied look to them, despite their use of Unreal. KOF XV doesn't look like Tekken 8. Tekken 8 doesn't look like Guilty Gear Strive. Etc. That argument of "UE games all look the same" I can definitely see applied to a lot of modern fantasy and shooter games. But that's also not Unreal's fault, and some of these games aren't even running on Unreal at all. It's more so due to lack of creativity from developers more than anything, rather than an issue with the tool itself.

 Tiviat Jan 8, 2025

ExtraWildGames said:

But its really down to the gameplay mechanics whether they look different , or the same. KOF just plays different from SF and Tekken, and actually its a very underrated fighting series tbh. If they made in house engines and such, the games will run more optimally in the end.

 Tiviat Jan 8, 2025

Gr0undP0und said:

You're quite alright on the Engrish. But the trend of training people to use tools are gone because they want the game to come out ASAP to cut costs. So they end up hiring people specialized in "certain" areas of development, and those individuals often times find theirselves just "going through the motions" of development to get a particular task done. And thats where some things tend to get sloppy during the development process. In house engines make for more stable code, and less buggy mechanics that end up being babysat by even more buggy updates. There's no excuse for a 100 person dev team to get behind on a project in this day and age, even if they have to code the game from scratch.

 Gr0undP0und Jan 11, 2025

Tiviat said:

Getting the product out ASAP to cut costs is one of the reasons why this industry is failing, as you must have a balancing act on investment towards good quality products for the consumer, not junk that looks the same, feels the same and does nothing to spur further consumer confidence to invest further. The consumer is the only investor that matters, and without cultivating this idea, this is why the market is in its current state with customers out right ignoring some products.

I have already said how i feel about the tools and why older games had more thought and intent put in to them, with refined development, rather then the paint by numbers with cheap devs we currently have, which you echoed my point of "do their job to move on to the next one" = "going through the motions".

From software is one of the last bastion of hope in terms of good game design / management of dev and investment in to the product with consumers the focus, but this may not be true for much longer with Sony's intent to buy them in order to prop up their share price.

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