Game programmer, designer, director; retired quadball player; antimeme; radical descriptivist; antilabel; Moose;

Working at Muse Games. Directed Embr, worked on Wildmender and Guns of Icarus, Making new secret stuffs

Opinions are everyone else's

posts from @Queso2469 tagged #pc games

also:

As consoles become almost literally all the same hardware (Xbox Series, PS5, hell even the Steam Deck, all run on the same CPU architecture) the way they try and differentiate beyond things like exclusive deals are starting to get pretty absurd. Some of this is old, like the exact requirements about achievements that every game has to conform to (which is not some given thing all video games need and benefit from, it was an Xbox "innovation" that everyone copied). Some of it is new random integrations, like PS5's "activity" system that all games are required to support. Then there's the way their online services work that are so obviously targeted to address issues with games like Call of Duty or Fortnite, or crossplay requirements obviously designed directly following the explosion of crossplatform games like Rocket League.

All of these tensions really do harmfully shape innovation in games. It quickly becomes difficult to build anything even slightly outside the mold and succeed. Anything meta quickly goes right out anywhere but PC. Undertale, DDLC, and other massively influential titles that make you consider what the boundaries of a video game really are simply are not allowed. I've read from Antichamber developer Demruth that he gets active complaints from players to this day that his game does not have achievements, which is an intentional choice, a message of the game.

The consoles actively prevent games artistic expression to get a few bullet points in a marketing strategy, and to get players to demand meaningless, semi addictive/FOMO inducing non-features.

It's antithetical to games as art, and we should reject it.