• 2 Posts
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Joined 1 year ago
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Cake day: June 1st, 2023

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  • One problem is that they need to put a price tag and therefore a timeline on such a project. Due to the complexity and the many unknown unknowns in theses decades worth of accumulated technical debts, no one can properly estimate that. And so these projects never get off and typically die during planning/evaluation when both numbers (cost and time) climb higher and higher the longer people think about it.

    IMO a solution would be to do it iteratively with a small team and just finish whenever. Upside: you have people who know the system inside-out at hand all the time should something come up. Downside of course is that you have effectively no meaningful reporting on when this thing is finished.










  • I don’t blame the engine. There are other studios out there with custom engines that evolved over time. Also Creation Engine evolved a lot.

    That they work with many connected scenes instead of a continuous world also has advantages … it allows them to easily change the “world” between scenes by simply linking you “back” to a different scene (for example city under siege which before the dialog was not under siege). It’s how they work. They could do the same shit with Unreal if they wanted to and if they believe this kind of game design is the only feasible for their story telling, they would shove it into another engine as well.

    I also don’t think the game feels “old”. I do think it feels like it is conceptionally unfinished. They had many ideas and you can see a lot of different systems in the game (space fights, planets with different biomes, ship building, base building, and so on and so forth). Each of these systems in itself has some kind of concept, but all these systems together are missing a clear concept, IMO.

    From what I know, game dev typically works in modules that get thrown together. And this also seems to be the case here. However the “big picture” wasn’t refined or they realized that it needs a ton of small adjustments all over the place (conceptionally AND technically) to make sense of it and it looks like they were not able to deal with the complexity of that.

    As a result we have a game that is okayish. It tells some stories, and offers a lot of content, but it feels not nearly as stunning as it should have and it’s not on a single front ground breaking.







  • As a kid another kid regularly bullied me. Nothing extremely serious… pushing me, grabbing me, putting me in a headlock, stuff like that whenever he felt like it and/or wanted something. Parents and teachers were not able to stop it and I basically just got retaliation. One day when he came at me I simply kicked and managed to hit right in his balls. He ran away crying. Never bothered me again afterwards. Still feels good.