this is a running tally they’re compiling in a single “article” and yeahhhh. not looking very good right now

      • squirrel@lemmy.blahaj.zone
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        10 months ago

        I wonder if 2023 will go down as one of the last good years for gaming (and even that only works if you ignore all the layoffs that already happened).

        • t3rmit3@beehaw.org
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          10 months ago

          Nah, video games are and will always be at their best when a small team is bringing a new and unique, or a fresh and refined, perspective on something.

          Rimworld, Kenshi, Stardew Valley, Grim Dawn, Project Zomboid, Palworld… none of those needed big budgets and large parent companies. My Steam wishlist has over 100 games on it currently, and maybe 5 of those are AAA titles. There’s plenty of great stuff still coming.

    • rwhitisissle@beehaw.org
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      10 months ago

      Gaming, like all software development, becomes plagued by popularized anti-patterns every so often. Remember back in like 2010 and every. single. fucking. game. had unskippable, frustratingly difficult, often instantly fatal should you fail them, quicktime events? Because I fucking remember. And now those are nowhere, because they’re terrible. And, yes, the use of AI is not a game design pattern so much as it is a development tool that will be used to fastforward development and decrease costs around, presumably, asset generation, but to some extent that was always going to happen. Any time a tool comes about that fundamentally reduces human labor, it always sees widespread adoption. Eventually it’ll be industry standard, and it’ll be…fine. It’ll suck for people with aspirations around graphic design and 3D modeling, but those are just the first places there will be cuts. Eventually you’ll have the physics engines, game systems, state management, etc. and other core components of game design automated via AI processes, which will kill a shitload of dev jobs. And eventually the people who make these AI game engines will, instead of selling to a studio who will parameterize the AI with prompts, will automate the prompting process with AI itself, so instead of selling to studios, they’ll just have an AI service that will take your description for a game that you want, run it through a bunch of canned AI subroutines and it’ll crap out a boutique game of your design that they technically own and have full copyright over and which is just incredibly derivative of a ton of other IP - imagine every single game being Palworld, “like X crossed with Y with a bit of A and B thrown in.” That’s right: eventually the end user will design the games themselves. A world in which you never have to consume any game, or probably eventually any media of any kind, beyond the one you already liked and wanted. You’ll never have to be challenged more than you would like or experiment with different forms of media. It’ll be a brave new world, filled with brave new games.

      • millie@beehaw.org
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        10 months ago

        Cyberpunk is literally full of what amount to dialogue based quicktime events.

        • davehtaylor@beehaw.org
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          10 months ago

          Yeah, finding fucking timed dialogue events made me wanna chuck the disc out the damned window

          Here’s two wildly different dialog options, that might have vastly different consequences. You have three seconds to decide. Fuck that shit.

          • Zworf@beehaw.org
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            10 months ago

            Well, for some realism I do understand you can’t think forever. Imagine someone asking you a question and you stay frozen for 1 minute. That would be weird 🤭

            But the time in CyberPunk 2077 is too short yes.

            PS: I wish I could reload my save game in real life 😂

          • darkkite@lemmy.ml
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            10 months ago

            i didn’t think it was a big problem but i could see how some people are slower to react and pressure gets to them

            but i also think it’s weird when npcs wait forever for player input. but we’re not there yet