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#aaa games
murderspice · 6 months
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aaa games: we have some of the most CUTTING EDGE character customization options for you!! you can't make them fat tho, only cause we'd have to design more clothing models and adjust the animation for them and we just don't have the resources for that haha you understand right. that's totally the only reason we don't let you do that. anyways which of these 6 cocks would you like your character to have
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tribow · 1 year
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Tell me you don't play indie games without telling me you don't play indie games.
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If fucking roblox can have wheelchairs your AAA or indie game can too
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madame-helen · 4 days
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A few things I notice about people writing resumes for entry-level jobs in the games industry...
"resume" is a very popular filename and it is super annoying to have to rename them so you can find them later. firstname_lastname_discipline is the gold standard.
A lot of people put links to their github or online portfolio in the resume these days, which is great. Sure, you can't use it if you print the resume but it has mostly outlived its usefulness at that point.
pdf files are faster to open, smaller and more portable than word documents.
People really don't tailor their resume to the position they are applying for. And I get it, every entry-level job has hundreds of applicants so you need to go wide. But if you are applying to write client engine code all those paragraphs about webpages and databases are a waste.
for entry-level jobs, no-one has enough relevant experience to take up more than one page. Some write more pages anyway.
Job descriptions tend to have "required" and "nice to have" skills. Not always labeled as such, which admittedly is on us - we should be more clear. And some applicants do not seem to realize that if their resume does not indicate that they have all the required skills it will probably not be considered.
A good entry-level resume will have a mix of group projects, personal experiments and a list of skills. Potentially also coursework and/or professional experience. If it is just one or two of those things it tends to feel like something is missing.
... Admittedly everyone has their own preferences, so maybe following the advice of some anon of tumblr isn't the way to go. And if I am being honest, even I wouldn't reject someone for uploading a 3-page "resume.doc".
But of the hundreds I read only a few present relevant information in a clear way about whether the candidate could do the job or not. So I am going to complain about it =P
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shivanwurm · 7 months
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bembwashere · 13 days
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Triple A/AAA Games Vs Indie Games!
Doing a project for school, but my subject matter would be a little hard to do research on without a public census. So I'm posting it here to hopefully get a bigger range of information!
Please reblog and share this around!
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askagamedev · 4 months
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Several genres have gone extinct in the AAA space. Point and click adventure games, plastic instrument rythme games, and others are on life support like RTSes. What other genres do you think are next of being unprofitable at AAA production values?
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I think it's likely to be regularly released titles that are in danger of slipping under the radar already, especially franchises that are losing steam. For example, I think fighting games that aren't Street Fighter or Mortal Kombat have little chance of AAA success nowadays. I think annual sports titles that aren't FIFA, Madden, or NBA 2K are slipping down there (e.g. UFC/MMA, PGA golf, WWE wrestling, skateboarding, etc.). You are correct about RTS games falling off - genre-adjacent games like MOBAs and Tower Defense games have fallen off alongside them. I think that shoot-em-ups, brawlers, and platformers fell down there a long time ago. I think simulation games like flight simulators are on their way into the sunset. I think short-form narrative games (e.g. Uncharted) have also become unsustainable outside of special circumstances like being platform exclusives.
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Basically, AAA budgets can't exist if enough people aren't actively interested in the type of game and willing to keep playing it for a long time. It's quite normal for genres to mature and a handful of established industry leaders to carve out a sustainable audience and everybody else to lose ground until they basically fall out completely.
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alpaca-clouds · 8 months
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Media in a Solarpunk world
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Yeah, there is a reason I spoke about Indie games yesterday. Because I want to speak about this one thing that I have never ever seen discussed within the solarpunk sphere.
If we established a Solarpunk world, how would it change our media landscape?
Confused? Well, let me break it down.
Solarpunk is only possible without capitalism. It is simply as it is. We will not established the "sustainable living" under capitalism. We can now discuss on whether to go socialism or communism, but... yeah. No more capitalism.
But here is where the media comes in: Most media we consume right now is released through big coorporate media outlets. This is especially true for stuff like games and movies. AAA games and blockbuster movies with their budgets of hundreds of millions and teams of thousands working behind them getting distributed through other big companies at times making billions of dollars... Even most books or comics or audiobooks or even podcasts get published and distributed through companies being valued in the hundreds of millions at least. Because the attention economy is set up in the way that you have no chance if you do not have your books on amazon and your podcasts not on spotify or itunes.
And without capitalism all of that will fall away.
This will be of course most noticable with movies and games. Again, the most popular of those will have hundreds of millions in budget and are dependent on the crunch work of thousands of people on every way of the step. And of course there is this big studio system right now deciding on what gets created.
But without capitalism... You will probably not motivate thousands of people to crunch the hell out of something. Hundreds of people? Sure. Thousands? No. Not even without the crunch. Because the current system of creating this media is not sustainable. Not from a human perspective - and not from an environmental perspective.
What I am saying is... There will probably no longer be high fidelity blockbusters or the kind of huge TV productions we have seen since Game of Thrones.
And I am here to tell you... that is actually a good thing.
See, in the gaming sphere we actually see it already. There are Indie Games that are at times created on a shoestring budget of a couple of thousand dollars. And because we have some great platforms to distribute them easily with steam and itch.io, people will actually see those games and play them. Might actually end up prefering them to the big ass million dollar games.
Now, the system is not perfect, given that yes, with the exception of itch.io the shops behind it all still run under capitalism. But if you compare it to stuff like movies... It is actually already fairly democratized.
Which is also something that I would then love to see for movies. An easy way to just access indie movies. Be it the "exactly one million dollar indie movies", which are still the majority given that making movies is expensive, or actually those project done by students in their freetime.
Big cities might actually already have their "indie movie festivals" right now. But it is something I want to see more off. With a higher appreciation for movies that do not get a theatrical release, because physical big screens are limited, even if we start democratizing them. (I will talk tomorrow about what it means to democratize media.)
The internet in the end will be a big part of a solarpunk world, because it actually allows us to not only participate in society, but also will give us access to both knowledge and media.
And yes, in a smaller degree this will also impact the other forms of media. Already it is pretty possible to self-publish books or comics, but usually you will often barely get back the investment, let alone being paid for the work that went into the creation of the book from your own end.
Because chances are, that you just will not reach too many people with it. Because the big publishers will usually easily outmarket you, because they have a marketing budget that you will simply lack.
But without those central publishers existing - and work in general being differently compensated than under the capitalist system... It should be easier. Fairer. Allowing for more different ideas, for more different voices to be heard through media.
Yeah, there probably will no longer be much in terms of high fidelity special effects, because there will no longer be hundreds or thousands of SFX guys slaving away for this one big movie. But... That is okay.
Like, I will rather have a movie with a great story, than amazing big explosions, don't you agree?
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lilu-the-almighty · 22 days
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AAA games need to realize their real demographic (trans men who write self insert porn about their characters)
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coffeetime88 · 1 year
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"Open World" games are not inherently better than "Linear" games
Longer games are not inherently better than shorter games
And complex games are not inherently better than simple games
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hoetao · 5 months
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you know what i hate new triple a games literally have no soul. even if they do they look like they dont. if i had to choose between 1 normal wish in genshin impact and someone buying me starfield, id be logging in and pulling.
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tribow · 1 year
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Why do I tell people to play indie games?
K' so you may have seen that post I made a little while ago asking people reblog and put into the tags an indie game that they did NOT like.
I made that post because I wanted to hear about what indie games people had bad experiences with. There was another post I made saying "Tell me you don't play indie games without telling me you don't play indie games" in response to a ton of youtube videos saying modern video games are no longer fun. A lot of tags would say, "Well indie games can suck too!" This response was extremely silly to me and I wanted to know what games they could be talking about.
I didn't ask for it, but so many people starting explaining why they didn't like a certain game. So I decided to make a little pie chart with the reason people would give in the tags
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There are some outliers not here. There were 5 tags saying a game offended them and some responses that were too specific to really count. Half of the posts also gave no explanations so I'm not going to act like this is representative of every response on that post.
Okay so what's the point? Why did I do this?
There's this one 30 minute video by Josh Strife Hayes that does a super good job showcasing all of the bad practices that happen with modern gaming. He talks about each issue thoroughly, but I'll list them here:
Microtransactions, Limited Progression, Invite Boosts, Premium Currency, Loyalty Programs, Selling Power, Battlepasses, and Selling Progression
He doesn't even mention other issues like games releasing in clearly unfinished states, games that are clearly chasing trends, and game developers being restricted by their publishers.
Why is this significant? Well answer me this: Was there a single tag response in my post that complains about an indie game doing these things?
Say what you want about indie games, but I bet you didn't pay $60 and got psychologically manipulated to spend more on that game. I bet you weren't getting manipulated by some free to play model to spend more money than you would on a normal game. I bet the game actually released in a finished state and even if it did, the game clearly communicated it wasn't done.
Sure, you could give me examples of indie games that do have those bad practices, but I guarantee you that you cannot prove that most indie games do this.
So yeah, play indie games. Don't support corporate bullshit unless you know the game was made with the player's best interest in mind.
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madame-helen · 5 months
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Consoomers ruined triple A gaming.
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ooc-miqojak · 29 days
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The State of AAA Games in the Modern Era
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"Before the internet became a core facet of gaming, if a studio dropped an unfinished game, that game stayed unfinished." "If a game launched in a poor state, that became the game's legacy."
And a quote from the video linked in #2 in my sources below: "This corporate mindset has encouraged studios to ship now, fix later, and exploit the wallets of players for years down the road. And oftentimes we do see some of the lead developers from these studios even brag about how to pull off this scheme at GDC conferences: [Quote from developer] 'Overdelivery is actually dangerous. With every release that you put out there, you're setting a pattern for your community and for your players. Because it's hard to tell a team, a team that has extra cycles and they have energy and they wanna do something amazing and know how to do it and it totally would be amazing and awesome for the game! Sometimes we have to tell them, like, we shouldn't ship this because it's an overdelivery. Beware of overdelivery, overdelivery is actually dangerous.' "
These are objective facts that people were ready to tear my throat out about during what I thought was a fact-based, adult debate earlier today. Instead, I just had people repeatedly say the same thing to me over and over: "But games still had bugs on console!" Which was something I never countered. I even agreed! My point, however, was that bugs in games were much rarer, and far less impactful to the overall experience of the game - and modern games are often released in a half-finished state, with bugs that massively impact gameplay - just look at Cyberpunk 2077. It's notorious for that very thing! And yet, more than one person was willing to twist my words, and take things out of context (repeatedly trying to nitpick things like Pokemon Gen 1 bugs - things that were not relevant to the discussion, as they were not bugs even remotely comparable to those in modern AAA games upon release) to desperately cling to some idea that console games were released in as bad of a state as modern games are? I don't know why, when console games would have literally killed consoles and gaming as a hobby, if they had been regularly released in as bad of a state as current digital/online only games currently are. It's a fact, and not an opinion that more games in the modern era release in a half-finished, buggy state that makes games unplayable upon release. That is not an opinion. Here's another article about it! (There's lots of videos/articles about this very thing, with just a cursory Google search.)
Yes, console games had bugs - and the ones notorious for those bugs that made story or gameplay basically impossible... bombed! A modern game, like Cyberpunk, that releases with massive bugs? Simply promises to keep patching the unfinished product, which you could not do on a physical product. This is a fact, and not an opinion. Someone claimed that console games would just make a better version, and re-release the game... which doesn't amount to much, because the game already has a bad rep, and no one will pay twice for the same thing (were your parents going to buy you the same $40-60 game a second time back then? Doubtful. No one in their right mind would.), nor would you trust that publisher a second time. That's not the same thing as releasing Cyberpunk in a half-made state, unplayable and bug-ridden and missing core/promised features, and just... finishing it over the next couple years after taking people's money for the half-baked product that wasn't what you promised. They're not asking you to pay for the game twice, they're just making you buy an unfinished product that won't be complete for another year or so (if it ever is). As the video states, there were two years of class action lawsuits - which I don't recall hearing about with console games, because you simply couldn't release only a partial part of a game you claimed was complete, and hope people stuck around for patches, because you couldn't just try and clean up your mess once a disc or cartridge was purchased. If there were incomplete textures, and you couldn't progress the story/engage in gameplay due to game-breaking bugs, that was it. You were screwed.
The modern era and advent of online-only products has led to AAA publishers releasing more and more unfinished products with game-breaking bugs because "we can fix it later"/it's cheaper to fix after launch/because executives simply don't care how it impacts the players, because they have pre-order money in their pockets already/they continue to mistreat the devs of the games, and force them to release unfinished products, and move on to the next cash-grab. These are facts. Not opinions.
Anyways, here's more fact-based sources. One
Two
Three...this video is even from five years ago! (And quotes someone from 8 years prior to that stating that: "The answer for us as publishers is to actually sell unfinished games..."
Four
Five
Next time you find yourself heated by facts that aren't opinions, don't attack the person dealing out the facts, and claim they said something they didn't say - especially if it's the exact opposite of something they said multiple times. Once you start taunting and being childish in a debate, it becomes clear you're not an adult, and shouldn't be partaking in serious, adult conversations - no matter the topic. Objective facts may make you mad, but hey - I'm mad that modern games release in a shitty state thanks to being fully online these days, and not releasing in a physical state that encourages Publishers to release a full, and mostly bug-free game (free of bugs that impact gameplay or story in a serious way, at least. The occasional NPC glitched into a wall or the sky isn't a huge deal, and a wacky texture here and there is mostly hilarious.) Anyways, Donald Trump simply attacks people who use facts in a debate! Don't be like Donald Trump. Don't choose to attack the other person, instead of using objective-based-facts to debate/discuss things. Debates shouldn't make you mad - they should be interesting, and enlightening, and you (or the other person, or all parties) should learn from them. And inevitably, in fact based discussions...someone is wrong! I'm often wrong. I like learning new things. But letting your emotions guide you in a fact based discussion that is very literal and not rooted in emotional appeals... just makes a mess.
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