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[Video Games] The Rise and Fall and Rise Again and Fall Again of Lab Zero Games

The last drama post I did about Kuma Miko seemed to have gotten some praise, but some wished to see a Hobby Drama post that had consequences outside “people got angry over it”. So without any further delay, here’s a story about a studio that’s close to my heart, one that I’ve backed twice and seen die twice.
Note: This is a fairly lengthy drama, so forgive me if I’m not able to provide all of my sources. Most of the front half of this comes from this video, which chronicles the first half of Lab Zero entirely in Russian.
From Ahad to Mike Z
Let’s start in the beginning. Alex Ahad is a freelance illustrator who, in between other work, had created character designs for a prospective fighting game. Mike Zaimont is a professional fighting game player best known for games like BlazBlue and Marvel Vs. Capcom, but since 1999 had been coding a custom engine in his free time, which he hoped could be used for a fighting game. The two met in 2008, and the two quickly realized that with each other’s help, their dream could come true. In 2010, the two joined the newly developed game studio Reverge Labs. Joining their team was Mariel “Kinuko” Cartwright, a friend of Ahad’s and daughter of a Disney animator who helped animate games such as Scott Pilgrim vs. The World and Shantae; Peter Bartholow, who acted as CEO of Reverge as well as their PR arm; and an assortment of other animators and designers. Their goal: a fighting game in the style of Marvel vs. Capcom 2 with hand-drawn animation that they called Skullgirls.
After obtaining publishers in Autumn Games and Konami (at the time of development the Microsoft required indie devs to have a retail publisher in order to bring their games to Xbox Live Arcade), the team got to work on Skullgirls. Initial impressions were favorful - people liked Ahad’s unique character designs, the fluid animation, and the solid engine Mike Z built - but upon release, there were some concerns. The time and money needed to develop each character meant a starting roster of only eight characters, a far cry from other fighting games (the original MvC had 15 characters in 1998), and due to the team trying to get the game out, there was no in-game move list. Some were also concerned that the cast, consisting entirely of women, was too fanservice-filled, although Bartholow said that the characters were just attractive women who could fight as opposed to characters using their sexuality in battle (Ahad said that sex wasn’t his main focus, he just wanted to have monster girls fight each other). The team at Reverge Labs stressed that they would continue to update the game, with plans to add DLC if the game sold well enough. Good thing nothing could go wro-
Everything goes wrong
Alongside publishing Skullgirls, Autumn Games and Konami had previously published a karaoke game called Def Jam RapStar. Unfortunately, around March 2012, the time Skullgirls released, both parties were at the end of several lawsuits made against them - one argued that Autumn and Konami did not get the rights to some of the songs used in the game, while another claimed that the game was funded with a bank loan which Autumn Games was unable to pay back. The result of these costly lawsuits was that Autumn was unable to pay Reverge the money made from Skullgirls - this led to the entire Reverge team being laid off around July, and the future of the game in the air.
And so, the team decided on a whim to reconvene as a new development studio, Lab Zero Games. At a fundraiser for breast cancer research which included a fighting game tournament, Mike Z revealed the first DLC fighter and promised that new information about her and the team would be posted soon. This would turn out to be an Indiegogo fundraising campaign that asked for $150,000 to develop the first DLC fighter, with more characters promised if people backed enough.
In the end, $829,829 was raised in the campaign, enough to fund five DLC characters, a bevy of stages and voice packs, and other features. It was quickly becoming a cult classic.
The Skullgirls Curse
And so work on Skullgirls DLC was underway. However, a variety of events happened to befall Lab Zero during development, some causing controversy and others just annoying the team. Some dubbed this “The Skullgirls Curse”. So let’s go over some of them:
So as you can see, Skullgirls had a menagerie of problems and issues during its dev time. However, their Skullgirls curse seemed to have faded away, as they had a new game in store.
If I was Indivisible
Indivisible was a new project of Lab Zero, announced in 2015 as Skullgirls DLC production was nearing an end. Billed as a platformer RPG similar to games like Valkyrie Profile, it would tell the story of Ajna, a young girl whose town is stricken by tragedy and she finds out that she’s a portion of the god of creation, who has grown discontent with the world and wishes to remake it anew. Its Indiegogo campaign focused on Incarnations, party members who came from a variety of cultures, religions, and demographics not usually represented in popular culture. And as you can see by the fact that it got over two million dollars in funding, people were excited to see what Lab Zero could do. They even got enough funding to get Studio Trigger, of anime fame, to create the opening for the game.
Of course, it wouldn’t be Lab Zero without the occasional issue here and there. As shown above, some Incarnations were changed or scrapped during development, which irked some who backed because of that character specifically (not naming any names, but look in the incarnation list and see if you notice any). Backer characters were included again, and although there were more places to add them so they didn’t look out of place, you still had the occasional few that did. Critics liked the art and presentation of the game, but disliked some gameplay issues: the second half of the game became a cakewalk once you progressed far enough, it was a bit of a pain to go from one end of the map to another, especially for side quests, and a bunch of party members simply weren’t complete. Most egregiously of all, the Nintendo Switch version of the game was ported by a different company and released before Lab Zero was even aware of it - which forced them to scramble again to patch it up so it was on par with other consoles.
Still, it was a better situation they were in than when Skullgirls started. They had a legit publisher in 505 Games, people were satisfied with the base game, and Mike Z mentioned how the base game would continue to be refined with gameplay changes, small additions, and guest incarnations from other indie games. NBC even announced that Indivisible would be adapted into a television program for their Peacock streaming service. Things were looking up for Lab Zero.
Everything goes wrong... AGAIN
During the production of Indivisible, Alex Ahad was let go by Lab Zero. Not much is mentioned about it except that he was growing increasingly hostile, making it difficult to work with him, and his art was not meeting the standards for the game. He left, tried to sue Lab Zero, and eventually agreed to a sizable settlement. Mariel became the lead artistic director in his stead, and the art team had to be rearranged to compensate.
Now, as Lab Zero was preparing to transition from being employee-owned, Mike Z was made the temporary head of the studio. In June of 2020, Mike Z did an “I can’t breathe” joke during a Skullgirls livestream just days after George Floyd’s death - he later apologized for this, claiming he was trying to bring attention to the issue. Soon, more people provided proof that Mike Z has had a history of sexual harassment. Kinuko chimes in as well, noting that while she tolerated inappropriate behavior for years, when she talked to Mike Z about it, he blamed her for his actions. She talked with others in the team, who came to the conclusion that Zaimont had treated all of them like this. Some Lab Zero employees resigned on their own, while others pushed for Zaimont to resign. However, as Mike was still head of the studio, he dissolved the studio board and laid off the rest of the staff.
So where does that leave everyone?
There’s probably something I’ve missed in all of this, but yep. I backed them twice, both for Skullgirls and Indivisible. I don’t regret it, and I’m looking forward to whatever Future Club does, but I won’t lie - I’ll always miss what could have been.
submitted by Torque-A to HobbyDrama [link] [comments]

$ACAC Merging w/ Playstudios - Undervalued MGM-Backed Online Gaming/Gambling/Return to Normal Play?

$ACAC Merging w/ Playstudios - Undervalued MGM-Backed Online Gaming/Gambling/Return to Normal Play?
Wondering what everyone's thoughts are regarding Playstudios merging with ACAC. Seems to have oddly dropped below even where it was when it was in the rumour stages. Here are some of the investment notes I've gleaned from my research.
Please help provide more bear (or bull) cases if possible!
Summary
⦁ Online gaming company with major backing and investments from MGM Group, Blackrock, Activision Blizzard, and Neuberger Berman
⦁ Playstudios' game profiles include: myVEGAS Slots, POP! Slots, myKONAMI Slots, myVEGAS Blackjack, and Kingdom Boss + myVEGAS Bingo coming soon
⦁ >100M lifetime app downloads
⦁ 4.2M monthly active users

From PlayStudios investor deck
⦁ 56 minutes playtime/day (more than TikTok, YouTube, etc. as per Skillz' research), fairly comparable to Skillz as well (their data below)
Skillz data on minutes per user per day - Playstudios is 56 minutes/day
⦁ Unique loyalty rewards program that engages sticky user base by providing free rooms, meals, drinks, at many Las Vegas resorts such as Bellagio, Aria, MGM, Luxor, Mandalay Bay, etc., as well as exclusive gambling room access in select casinos
⦁ Valued at $1B enterprise value at NAV
⦁ Using capital injection to develop new apps, M&A with other gaming companies
Bull Cases
⦁ SPAC Management group is quite stacked and very heavy on online gaming, and gambling sectors
⦁ Co-CEO Edward King has experience at Morgan Stanley as Managing Director and Global Head of Gaming Investment Banking
⦁ Co-CEO Dan Fetters also has experience at Morgan Stanley as Managing Director of M&A
⦁ EVP of Acquisitions Chris Grove is a partner at Eilers & Krejcik Gaming
⦁ Chairman Jim Murren former CFO, Chairman, and CEO of MGM for over 20 years (12 years as Chairman, CEO) and led the recovery of MGM post-financial crisis. Currently also Chairman of COVID 19 Response in Neveda
⦁ Other Board members include the President and CEO of the Boston Red Sox and Chief Exec. of Fenway Sports Management, Senior VP of Monumental Sports and Entertainment, former CEO of ShooWin, and FoundeCEO of Sydell Group (lifestyle hotel chain)
⦁ Playstudios exec. team also all have long history of gaming, and gambling sectors
⦁ TAM of mobile gaming only set to continue to grow YOY
⦁ Loyalty program appears to be very sticky for Vegas visitors, as well as offering a clear value add for even non-gamers to participate (free drinks, hotel stays, etc.), and causing a virtous cycle from user app engagement -> real-life reward redemption -> resort app offers -> and back
Virtuous Cycle - from PlayStudios investor deck
⦁ Undervalued in terms of PS ratios comp. to other mobile gaming companies (Zynga, Playtika, etc.), and EBITDA basis
⦁ History of strong app development and revenue growth without major capital injection
⦁ History of profitable business model, stronger revenues than a Skillz ($270M for Playstudios v. $255M for Skillz)
Revenue Growth and DAU Chart - from PlayStudios investor deck
⦁ All apps have strong user experience and reviews are exceptional
⦁ Very large amount of shares set to exit lock-up 12 months after de-SPAC
⦁ During the lockdowns, the global market for social casino games grew 24%, indicating a strong hedge play against another locked down economy
⦁ Massive list of partners
Partners List - from PlayStudios investor deck
⦁ Very valuable subset of audience
From PlayStudios investor deck
Bear Cases
⦁ Perhaps one of many entrants into an industry of very high competition
⦁ EBITDA near-term is not super strong
⦁ Some SPAC cash usage not ideal ($150M going into founder's pockets)
⦁ Not in a very hype sector like EV, Space, etc.

TLDR: I think Playstudios is under-the-radar, competitively differentiated, and undervalued comp. to other mobile gaming companies right now at ~$11.20/share, and see near-term upside as a long-hold given the major partners and big names behind it (MGM primarily, Activision Blizzard secondarily).
Disclosure: 5000 shares of ACAC
Disclaimer: I am not a financial advisor... do your own due diligence.
submitted by GullibleInvestor to SPACs [link] [comments]

The losing streak

The losing streak
From all the fraudulent manipulative strategies Konami uses to reinforce addiction, the losing streak is the most odious, repulsive, nasty one. They are so sure people will keep coming back, just like in a casino, that they don't even bother hiding it. Suddenly, as if by magic, you can't score anymore, you'll have a hard time against players from any level (after all, most of the play is done by the AI anyway). Suddenly, your win/loss ratio don't mean anything anymore and you have a sequence of twenty or so games with a much lower goal average than normal. Then, as if by magic again, it all go back to "normal". Difficult to say if there is something as a artificial winning streak, since it is difficult to evaluate your opponent's intentions and the difficulties the AI is imposing on him. Sometimes, the script in your favor is very obvious, but most of the times you'd have to know the real level of your opponent, which is almost impossible in this game.
I have seen the Konami's sheep trying some ad hoc explanations, but none was nearly logical. On the contrary, If you begin to lose, you will begin to be matched, in average, with lower ranked players and games would begin to be easier. I'm considering the hypothesis rank means anything, since if it doesn't, we are already being cheated in believing we have a decisive role while playing. I believe we are being cheated, but for the sake of argument, let's consider it means anything. Then, after losing some games and dropping some points, things should begin to get easier. This is not what happens with losing streaks. We go down all the way, until, suddenly, the effect stops and we begin to recover, trying to go back to what we consider our natural place (we were induced to consider, at least). This gets you a goal, when your situation proved to be already very stable and pointless.
In one game (sadly I'm not used to record my games) against a 250, or so, ranked opponent, I even had two fouls against me supposedly committed by a player that was meters away from his "victim". A bug? Perhaps. One I haven't seen yet and that happened twice in a single game. After all, all well known PES bugs tend to happen very frequently when your team seems to be unresponsive and everything seems against you.
What about lag, the permanent veil? Only if it happens in waves. And clearly, while going through those twenty and so games, we can notice that some are more laggy than others, so there isn't really a pattern. The only pattern here, extremely clear, are those streaks. For obvious reasons, it will be clearer at middle levels. Very low level players lose with a very high frequency, making it imperceptible and very high level players are master in dealing with the engine characteristics, exploits, cheats, and more able to compensate, which doesn't make the fraudulent manipulation legitim. Yet, I have seen a lot of 900+ players complaining about being unable to win a single match and dropping 100 after a long losing streak in which scoring was harder than ever, no matter who you are playing against, as stated by all.
Oh, just play the game. Script is there, but accept it as it is, some will say. Yes, pay Konami, get cheated by them, and just accept it. Things are as they are and complaining won't change a thing. Man, that argument must sound as music to them. Free lawyers!!!
I have edited this post. This game was played five minutes ago. I'm on a sequence of 15 games without a win. This one was played against a 283 player. At least 6 point blank shots. This was only the most patent signal of intervention among my three losses since this post was created. No matter what, the streak will follow, until this fraudulent system decides it is time to stop.
submitted by Portella2019 to WEPES [link] [comments]

agen slot online

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submitted by sabbirmanik1010 to u/sabbirmanik1010 [link] [comments]

MAME 0.218

MAME 0.218

It’s time for MAME 0.218, the first MAME release of 2020! We’ve added a couple of very interesting alternate versions of systems this month. One is a location test version of NMK’s GunNail, with different stage order, wider player shot patterns, a larger player hitbox, and lots of other differences from the final release. The other is The Last Apostle Puppetshow, an incredibly rare export version of Home Data’s Reikai Doushi. Also significant is a newer version Valadon Automation’s Super Bagman. There’s been enough progress made on Konami’s medal games for a number of them to be considered working, including Buttobi Striker, Dam Dam Boy, Korokoro Pensuke, Shuriken Boy and Yu-Gi-Oh Monster Capsule. Don’t expect too much in terms of gameplay though — they’re essentially gambling games for children.
There are several major computer emulation advances in this release, in completely different areas. Possibly most exciting is the ability to install and run Windows NT on the MIPS Magnum R4000 “Jazz” workstation, with working networking. With the assistance of Ash Wolf, MAME now emulates the Psion Series 5mx PDA. Psion’s EPOC32 operating system is the direct ancestor of the Symbian operating system, that powered a generation of smartphones. IDE and SCSI hard disk support for Acorn 8-bit systems has been added, the latter being one of the components of the BBC Domesday Project system. In PC emulation, Windows 3.1 is now usable with S3 ViRGE accelerated 2D video drivers. F.Ulivi has contributed microcode-level emulation of the iSBC-202 floppy controller for the Intel Intellec MDS-II system, adding 8" floppy disk support.
Of course there are plenty of other improvements and additions, including re-dumps of all the incorrectly dumped GameKing cartridges, disassemblers for PACE, WE32100 and “RipFire” 88000, better Geneve 9640 emulation, and plenty of working software list additions. You can get the source and 64-bit Windows binary packages from the download page (note that 32-bit Windows binaries and “zip-in-zip” source code are no longer supplied).

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to emulation [link] [comments]

MAME 0.218

MAME 0.218

It’s time for MAME 0.218, the first MAME release of 2020! We’ve added a couple of very interesting alternate versions of systems this month. One is a location test version of NMK’s GunNail, with different stage order, wider player shot patterns, a larger player hitbox, and lots of other differences from the final release. The other is The Last Apostle Puppetshow, an incredibly rare export version of Home Data’s Reikai Doushi. Also significant is a newer version Valadon Automation’s Super Bagman. There’s been enough progress made on Konami’s medal games for a number of them to be considered working, including Buttobi Striker, Dam Dam Boy, Korokoro Pensuke, Shuriken Boy and Yu-Gi-Oh Monster Capsule. Don’t expect too much in terms of gameplay though — they’re essentially gambling games for children.
There are several major computer emulation advances in this release, in completely different areas. Possibly most exciting is the ability to install and run Windows NT on the MIPS Magnum R4000 “Jazz” workstation, with working networking. With the assistance of Ash Wolf, MAME now emulates the Psion Series 5mx PDA. Psion’s EPOC32 operating system is the direct ancestor of the Symbian operating system, that powered a generation of smartphones. IDE and SCSI hard disk support for Acorn 8-bit systems has been added, the latter being one of the components of the BBC Domesday Project system. In PC emulation, Windows 3.1 is now usable with S3 ViRGE accelerated 2D video drivers. F.Ulivi has contributed microcode-level emulation of the iSBC-202 floppy controller for the Intel Intellec MDS-II system, adding 8" floppy disk support.
Of course there are plenty of other improvements and additions, including re-dumps of all the incorrectly dumped GameKing cartridges, disassemblers for PACE, WE32100 and “RipFire” 88000, better Geneve 9640 emulation, and plenty of working software list additions. You can get the source and 64-bit Windows binary packages from the download page (note that 32-bit Windows binaries and “zip-in-zip” source code are no longer supplied).

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to MAME [link] [comments]

pop slots free chips 100% working 2020

pop slots free chips 100% working 2020

How to collect POP! Slots Free Chips!!

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https://preview.redd.it/is6xnvq78d551.jpg?width=487&format=pjpg&auto=webp&s=40d96f17c0458e38791ff2d4bc7ee3456f903b39
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submitted by rohit282386 to u/rohit282386 [link] [comments]

Hi /r/Geek. You guys really like my work on "closer look" albums for old video game consoles. Here are all of my albums and videos in one post.

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submitted by ZadocPaet to geek [link] [comments]

Post explaining the actual state of Konami, and why you shouldn't give free money for shitty ports.

Preface: 23 years old software developer speaking, +5 years of experience in the field.
Preface 2: I am copy/pasting my comment from an old post, because it's the undisputable truth and anyone who thinks they should buy the collections instead of pirating them, are idiots. Read till the end, and if you still doubt my words, read again. Maybe use critical thinking as well.

It just irks me, the fact that retarded millenial teenagers who are Gen-W, have a voice and an opinion, when they don't even have a fucking fixed income. It's pretty easy to have, just get into IT and anyone will hire you. Horrible as they were, fascist states of the past at least didn't have the negative perk of every fucking mongoloid retards speaking their mind as they waste Daddy's money.

What I'm trying to convey: When you are purchasing a game, you are NOT SUPPORTING the developers*
*Unless it's a small team of indie games, who are mostly directly related to the launch of the product.

Most AAA or AAAAA or AAAAAAAAa games are just software. Plain and simple. And how is software developed? How are developers retributed? Well lucky you, guys! You have a developer who has been programming for 5 years to tell you:
They are paid up-front. Me, my boss, the guys at CD Project Red. Every fucking single one gets a god-damn paycheck every month. THAT'S their salary.
When you are buying a game of a big company, like Konami, you are effectively paying the suit businessmen their service of being "middle men", between the developer and the customer. Which is a very needed function.
But we don't know how much they overcharge the final product. There is a reason indie games like WASTED or Delver or similar are tons of hours of fun, yet are less than 20$.
So, my point is: Fucking retards in this sub are usually advocating for the purchase of the shitty collection of outdated videogames, instead of just getting them for free on emulators (which was easily available ever since 2008 EIGHT HOLY SHIT THAT'S NEARLY 12 YEARS AGO!), all because of some bullshit "Support the devs / show you care!!!"

NO. You don't show you care by pumping money into a big machinery of a corporation. You show you care by speaking about Castlevania, making fanart of Castlevania, and playing Castlevania. Usually, CARING about Castlevania.
These retards have the exact same mindset of a Beta incel paying Stacy's every lunch, and then crying when she takes Chad's 7'' dick up her asshole.
NO. Giving out free money does not make your wishes come true, little zoom zoom.

Konami is a fucking SPORTS COMPANY: https://img.konami.com/ien/ir-data/statements/2019/en0509_ge7nwz.pdf
Page 6 you mongoloid Zoomer Millenials, READ NIGGA READ. Those are the financial numbers of Konami.
You can see that they earn 147 billion yens in their videogames - Suspicious, as we have no Castlevania: Adventures of Soma Cruz part 3. How do they earn so much?
MOBILE PHONE GAMES.
Lets go further: 31 billion in "Gaming and systems" - that's not vidya, that's PACHINKO machines, slots and casino games. neraly 64 billion (YES, SIXTY FOUR) in fucking SPORTS.
If we took vidya + their sports team, they would have 33% of income only from a god damn sweaty SPORTS team!!!
All in all, Konami's gainings come 46% from other ways, and 54% from "videogames", whichmost are nothing more than in-game transactions for the mobile phones.
Konami has NO interest in developing actual, worthy videogames, and that's why IGA was fired. Because IGA didn't give high enough numbers, prioritizing the production of faithful Castlevania videogames, instead of pumping up the revenue numbers.

If you buy their shitty compilations, all you are doing is giving them free money, as they have NO intention of actually releasing a modern Castlevania videogame, and much less so with Bloodstained making direct competition.

What will happen in the future? They will probably wait until 2021-2022 to anounce that they've had a team developing a brand new Castlevania RPG, and release it then, after our beloved games are classics, and they can ressurect a strong hype.
And I have to explain such obvious things because the fandom is full of idiots. A shame, really.

tl;dr Handing out free money to the Twitch e-thot won't make her your girlfriend. Handing out free money for subpar content to Konami won't make them release good Castlevania games.
Fucking pirate them to the death, because it's worthless to give money to suit-men from big corporations, and the developers ain't seeing one fucking nickle of the money you are giving.
And if they are actually developing a game, that money comes from Konami's earnings in other media (microtransactions, their sports team sponsorships, the casino machines, etc...)

peace out, retards.
submitted by Milenus55 to castlevania [link] [comments]

The Game Designer is Dead. Long Live the Game Designer.

I've tried to make this argument multiple times when I was a struggling Game Designer, but it was always too emotional. Now that I've made the smart move and switched to becoming a Developer, and now that I can clearly and concretely see how fucked the game industry is, I'm going to give this one more crack. And I'm going to summarize my argument right off the bat.
TL;DR: If you want to design games, design board games, because the modern video game industry has little to almost no need for game designers.
These days, game studios do not invest in training or hiring good game designers, or even if they did they won't be able to find any, because:
  1. The video game industry has become incredibly capital intensive and therefore taking creative risks is no longer worth it. Aesthetics based monetization and the paradigm of Sofware-as-a-Service means that once you get ONE game, ANY game, to work, you only need to stick with it to print money forever, and you can usually just ripoff someone else's game design at that.
  2. The smartphone/indie game boom and bust came and went, indie designers continue to struggle to survive, while "get rich quick" cash in mobile game companies are increasingly falling back on tried-and-true design patterns, while at the same time getting swallowed by, well, Tencent.
  3. Our hypercapitalistic culture is pushing people away from celebrating artistic mediums, or the study of them as rigorous disciplines. These days, leading a triple-A game production is more akin to being a businessman than a creative.
  4. Crowdfunding disasters, like Star Citizen, has seriously put the whole damn industry in doubt. It's now possible to run a game like a ponzi scheme. Think about that for a second. That's not even mentioning the glut of subpar competition created by app platforms like App Store, Steam Greenlight, and Google Play, which makes exceptional games almost impossible to stand out.
Let me elaborate on these points, but rest assured, you don't have to read these bits if you don't want to, just reread the TL;DR, that's all I'm really trying to say.
Point the first:
Team Fortress, Counterstrike, PUBG, Fortnite, League of Legends, DOTA. All of these games were initially inspired by free to play mods. But now they're non-stop money printing machines, and there seems to be no end in sight.
There is a reason why Steam Corporation is never going to make Half-Life 3. Why should they? They have an effective monopoly over all computer game digital sales. Why take a risk on any video game, that might bomb, as the costs just keep going up? Even a bet as safe as HALF LIFE FUCKING THREE.
As the years march on, video games are becoming more and more capital intensive. Not only are the increased expectations of tech constantly pushing the costs to the limit, thereby making investors risk-averse, but the fact that the safest bets ended up succeeding the most: take an established, already popular mod (DayZ King of the Kill), freshen it up so that the mechanics are just a little tighter (-> Playerunknown's Battlegrounds), then just tweak it even more so that the production values shine and the aesthetic appeals to as much of a mass market as possible (-> Fortnite).
As case in point, take Star Wars 1313. Headed by Amy Hennig, of Uncharted fame. You've got one of the world's biggest IP (Star Wars), backed by the world's most powerful entertainment corporation bar none (Disney), a projected headed by a leader who has proven herself with multiple franchises (Uncharted, Legacy of Kain) by any metric of game production in the last few decades, this is a surefire win, right? Well, not in 2018, because as we all know, DAT SHIT DED: https://www.svg.com/117164/disney-wont-release-star-wars-1313/
Innovation is arguably BAD for this business model. Look at Fortnite. They tried to blaze a trail by combining minecraft style building mechanics with shooter mechanics. No one cared. For the longest time, Fortnite: Save the World looked like it was going to be an abject failure. It wasn't until they ripped off the all too popular Battle Royale format that they started seeing success. People only cared about Fortnite's gameplay innovations after they wholesale ripped off PUBG's successful foundation, to the point where PUBG tried to sue them.
As a further point, just look at Riot Games' approach to League of Legends. In a bid to keep the game "fresh", they tried hiring all these hotshot designers, tried reworking all the systems, essentially made it an entirely different game every year. Unfortunately, it seems that it didn't work: League is hemorrhaging players who can't keep up with all the gameplay changes, and the next generation of gamers aren't drawn to MOBAs, which was so early 2000s, but rather... Battle Royale games. Riot is more than likely working on a secret project now, even though in the last few years the purported goal was to make League of Legends a "multi-generational game", because for sure ALL MOBA games are bleeding players now... except maybe Dota 2, because it's changed the least so that the players who stuck with it don't feel like they have to start over. You get rewarded more for doing less work!!
And just think. Does the BR genre feel "fresh"? Does it feel like there's innovation happening in it? Even a simple change, like when Fortnite removed the ability to reactivate your glider, was met with so much backlash (even though objectively leaving it in makes a lot of the game's early positioning tactics kind of meaningless) that they had to reintroduce it as "Soaring 50's vs. 50's".
Let's just look at the AAA games of this generation that we all love. Witcher 3, Bloodborne, God of War. All games that built heavily on the tried-and-true (*cough* Dark Souls *cough*) and even the current darling, Spiderman, we can all say is just an HD-remaster-on-steroids of the original Spider-man 2 for PS 2 (fitting that the best movie of the Raimi trilogy would coincide with the best iteration of the game), and even the combat is inspired from Arkham Asylum.
As Uncle Ben would say... "With Great Production Values, comes Great Risk Aversion."
Point the second:
Indie mobile designers usually thrive these days by going for extremely niche minimalist "microgames" (like 2047, Flappy Bird, Temple Run, etc.) which almost always get hit with tons of copycats (due to the insanely low barrier of entry), while Indie PC designers are forced to scrape by with microcommunities.
There were a few successes initially, when it seemed like it was going to be an indie videogame renaissance. But we now know that isn't true. The market consolidated a few winners (Supercell's Clash of Clans and Clash Royale, GungHo online's Puzzles and Dragons, Niantic's Pokemon: Go, that last one can hardly even be considered a winner anymore) while almost everything else falls by the wayside, buried in the deluge of productivity apps, photo filter apps and geolocation tracker running apps.
And even worse, the winners have seen even further consolidation. Tencent now completely owns Riot Games and Supercell, and has majority stakes in Epic Games and Bluehole Games (South Korean creator of PUBG). Just take a second and think about that. League of Legends, Fortnite, PUBG, Clash Royale and Clash of Clans... probably five of the most overwhelmingly popular games in the world. Wanna know what happened after Tencent acquired all these hot properties? They post their first losses ever because China won't let them sell PUBG in China: https://www.bloomberg.com/news/articles/2018-08-15/tencent-posts-a-surprise-profit-drop-as-regulators-hobble-games
Point the Third:
While Indie PC games like NEO Scavenger, Undertale, Darkest Dungeon and Underrail are fantastic games with an immense amount of depth, the sales can barely keep one or two people employed considering that even lo-fi indie games takes YEARS to make, often one dude slaving away for 10+ hour days on end. The initial surge of Indie success has come and gone: just watch the doc "Indie Game: The Movie". Perhaps the biggest winner in this entire sector was Stardew Valley by Eric Barone... that's ONE GUY, making ONE GAME, entirely on his own, and guess what? It might as well have been a Harvest Moon port.
To be a "game designer" with any sense of creative control over your product (instead of the corporate style "design by committee" formula) you must also: run your own business, be your own PR manager, be your own marketing expert, be your own artist, be your own coder (Dan Fedor was a technical artist and made lots of the pixel art and coded almost all of the game by himself, Dejan Radisic practically built the entire Underrail alpha with his own two hands, Eric Barone made all the art and did all the code for Stardew Valley). Game Designer is now a secondary title, either everyone on the team has some semblance of Game Design understanding, or no one does (replaced by UX designers, monetisation experts, project managers), because any self-styled "game designer" will have to build the game he designs by himself, ain't no company giving you a job just to crank out a GDD (game design document) if you can't contribute to the project in some other way as well. It is no longer considered a serious job title. You are DevelopeGame Designer, or Artist/Game Designer, or Project ManageGame Designer. There is no "Game Designer". Most of the time, you might as well just leave out the "/Game Designer" bit. I suppose exceptions to the rule exist, but they are more than likely older designers, brought up in the much more creatively inspired industry of the 90s, and maybe had to work brutal hours under a AAA studio as a QA for a decade before they were properly brought up into the "design team".
Not only is corporate culture loathe to celebrate the auteur (which is logical since out sized individual influence for any employee other than the CEO, who is beholden to a faceless group of shareholders anyway, is the antithesis of how corporations work) but even successful game designers are expected to take on roles than have nothing to do with game design: project manager, team leader, public relations expert, tech evangelist.
Concrete examples: Hideo Kojima's treatment by Konami, or say, Cliff Blezinski's career trajectory, which has clearly gone from "rockstar game designer" to "elite businessman who sells Unreal Engine".
These days, people want to be Elon Musk instead of Steven Spielberg. And at least, with film, you're talking about a much more easily made product with a LOT of rigorous academic discipline behind it. Who gets more respect... Steven Spielberg, or Sid Meier? Is Sid Meier even a game designer anymore, or just a brand name and a businessman who owns Firaxis Games?
One good metaphor, I think, is that of the rap mogul. Are Jay-Z, Dr. Dre, and 50 Cent known more for their music these days? ...or their businesses? (Tidal, Beats, Vitamin Water) These are the three biggest fortunes in the rap game, and all three of them stem from business decisions. Just like how it is in the rap game, business acumen has become more critical to making video games than creativity, at this point.
Point the fourth:
...even unscrupulous "business" acumen, and nowhere can this be seen more clearly that Scam... I mean Star Citizen.
I'm not even going to get into Star Citizen, because the facts speak for themselves. Any project that is going well shouldn't need to ask its massive crowdfunding (not even customer, because the product hasn't even been fucking finished!) community to shell out $27,000 (only after you've shelled out the roughly $1,000 to even get access to this "deal" in the first place) for "every ship in the game", most of which exist only in the minds of artists and designers.
Right along with the "Indie game boom" was the "Crowdfunding boom". You look at, say, Double Fine Entertainment, and it becomes clear that my last point, that you need business acumen more than you need creativity these days when making games, is best exemplified by Tim Schafer. Taking an underdog studio that made critically acclaimed but underperforming hits into the darling of the Indie/Crowdfunding nexus... and then using that same blessing to bring his company back into the graces of the publishers... is probably the most brilliant yet circumlocutory path to video game studio success ever seen. Not only were some of the crowdfunded games panned (like the long awaited "Broken Age") but many of the games that Double Fine went ahead and made with their newfound capital were small, experimental games that essentially helped the company paddle leisurely along, making games that were fun for them to make, as their fans continued to give them money before an actual product, until they scored a publishing deal for Psychonauts 2, which, let's be real, was what we all wanted all along. And how innovative do we expect Psychonauts to be, really? Do we really expect weird ass mechanics like in Stacking? ( https://en.wikipedia.org/wiki/Stacking_(video_game)) ) Of course not, because that would be sacrilege.
So let me ask you. If you really think you do care about innovation in videogames. Did you give a shit about Stacking? Did you play it? Or did it feel like a gimmick?
Do we really want innovation in our video games, or are we just looking for the Man to make a better Skinner Box?
Because if we just keep playing Battle Royale games so we can accrue enough soft currency to buy that next sweet hat instead of diversifying our video game tastes (and thereby putting money in the hands of creative innovators) it really seems like the latter option - the Skinner Box - is what we really want.
These days, if you want a specific type of game that isn't popular, it's going to have to be crowdfunded. I'll take one example that's near and dear to me: Pillars of Eternity. I loved tactical isometric RPGs. When I heard PoE was going to be crowdfunded, I was so excited. But, when the product finally came out, it sucked. Why?
Returning to point the first: games are just becoming so capital intensive that crowdfunding isn't a guarantor of quality. Moreover, crowdfunding leaves the producer beholden to the fans, leading to shit decisions, like all the lame Mary-Sues, oh I'm sorry "backer characters", strewn about in PoE, with a litany of Fifty Shades of Grey cringe-level fanfiction writing to show you should you be stupid enough to try a talk interaction with them. More often than not, crowdfunding has absurd stretch goals that perpetually leave the team spread out to thin, no matter how much money is raised, even for features that do not serve the game at all as a whole but just sound cool on their own, like the stupid, stupid, stupid fucking levels of Od Nua. And even worse, crowdfunding fundamentally sustains itself on hype. When the hype dies down, what happens?
Guess what? Banner Saga 2 bombed hard af. No one bought it. Guess what? Pillars of Eternity: The White March DLCs, although it is commonly agreed by the PoE community to be the expansion that "fixed" the game's combat (after years, with the 3.0 revamp)... did not even break even on sales. Obsidian Entertainment lost money on The White March. Guess what? X-Com 2 underperformed just as badly as these two, and Firaxis barely recovered by releasing the expansion, which made it a very, very different game. There are probably a lot more examples, but I don't want to hunt them down because... that's depressing. Because we all know what happened. The first crowdfunding surge probably brought in a lot of people who were into it because of nostalgia, only for the limitations of crowdfunding to reveal itself, leaving everyone disinterested... and before you know it, everyone has moved on to a Battle Royale game of choice.
Conclusion:
The truth is, game design is just about hijacking human consciousness. It's about getting people to be addicted to the a behavioral loop. There's nothing glorious, or creative, about it when you scale that up to the corporate level, because all you really need to design is that one lever, that core game loop, that you can pull again, and again, and again, and oftentimes it's just way easier to lift that design from someone else than build it yourself from scratch.
Ten thousand games of Fortnite would never have the meaning that a single viewing of The Godfather part II could hold. Fifty million games of Fortnite could not compare to Moby Dick. And even the most emotionally devastating and meaningfully masterful games of the 21st century, like The Last of Us, owes more to narrative design, storytelling, film design, character design than it does to game design. Viewed from the lens of pure game design: Last of Us is just another survival/stealth action shooter, except with an escort objective that cannot actually be killed.
If you want truly mindbending, creative, and innovative game mechanics, look to board games. And in fact, it can't be a coincidence that these days we're seeing a resurgence of analog board games. People are sick of the "design-by-committee" philosophy that has completely eaten the videogame industry alive.
TL;DR: If you want to design games, design board games, because the modern video game industry has little to almost no need for game designers.
The Game Designer is dead. Long live the Game Designer.
EDIT: P.S, one last data point. Guess what the biggest growing segment in mobile gaming is? It's online gambling/casino games. Like I said, it is easier to lift game design from somewhere else now than to invent it wholesale.
submitted by tabbouleh_rasa to truegaming [link] [comments]

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