waverly

Trans Rights are Human Rights

  • she/her or they/them or it/its

M.A. Linguistics, B.Sc. Computer Science. Also interested in art and music theory. Tumbling through life. Navigating the universe. Laying on the floor. Profile Picture by ikimaru on Tumblr; Header courtesy NASA/JPL-Caltech.



Liqvo
@Liqvo

Games as a service kind of ruined the indie game space Honestly. Not even in the way of like "predatory business practices spreading" . Indies are largely still free of those. But the expectations of people playing games have moved in a really weird direction, I think.

Once an indie gets to a certain level of notoriety, I see a lot of people looking at it when it's no longer receiving updates and declare it as "abandoned". "The devs took the bag and ran", "They stopped caring about this project", and so on. And I dunno, it hurts me a little bit to see that; players expect a game to have a neverending stream of new content.

Minecraft isn't exactly an indie but I think it's an excellent example of a game that should be finished by now but is still receiving updates. A ton of them are just single-feature additions that really don't do a whole lot other than giving Microsoft excuses to promote Minecraft more. More power to the devs, tbh, I love it for them, but I also feel like you could just leave it as is and let the modding community have their way with it

Adding this to the main post also:
Finishing a painting doesn't mean the painting is dead. Completing production of a movie doesn't mean the movie is dead. Why are games pronounced dead the moment we stop adding more content to them? I can still enjoy a painting that the artist hasn't touched with a paintbrush since the 14th century. I can still play a videogame whose devs haven't worked on it since 1995.

This is more of a rant than anything else sorry I have worms in my brain maybe


Liqvo
@Liqvo

THIS POST IS NOT DEAD see I'm making an update with more new content. Treat this as a free DLC.

Just for the record I don't mind when devs continue working on a successful project when they want. More power to them! Delta V is way past its 1.0 release and I'm still making ship concepts for it happily. I just wish that it wasn't the expectation that a game has to keep receiving updates way past its full release. It's weird. Not everything has to be Fortnite, it's fine for a game to be done. Or to be a one-time experience. Or be 5 minutes long! Games deserve the luxury of being diverse in length and purpose, in their approach to things. Like any other art form, they deserve appreciation no matter whether they're under active production

Also to slap on some unrelated DLC content:
I love how modern game engines enabled artists to make games easier. Games of all types and sizes and levels of polish. I love how it's fine to have spaghetti code sometimes. In the grand scheme of things, if it works it works. Don't stress out too much. Make games. You don't always have to make them the right way if the wrong way gets the job done in a fraction of the time it would take to learn the right way. But do learn the right way later, it's gonna make the next project better.


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in reply to @Liqvo's post:

What the hell??? I just looked at your profile to see what games you made, and while I am not a rhythm gamer I have a friend who plays A Dance of Fire and Ice, like, ALL the time. If it's dead its corpse is doing just fine I guess. /shrug

hahaha yeah exactly. it's a very animated corpse.

I don't take it personally (if anything it's funny to see how gamers can be) but it certainly puts some things into perspective about patience and how often some other games update. I think people have become accustomed to really rapid content updates. I'm kind of in awe of any indie dev who can pull it off.

Rhythm games are kind of in a tough spot about this. Part of the reason they went with the whole "update with new songs sometimes" model is to avoid having to release an entirely new game just to add new songs, with all the game-switching that entails if you want to play a particular song but it's not on the specific installment you're running right now.

I personally don't mind long waits between updates in my rhythm games, just means more time to master the existing songs.

We have quite a frequent update schedule (sometimes our lead coder pushes out one to two updates a day to the experimental branch) and we had a few people claiming the game is dead when he took a week off lol. It's funny for the most part but this trend is deranged I think

With Minecraft it also feels weird because sometimes they add things that have a massive impact (copper bulbs, crafters) and other times stuff that just feels... kinda pointless tbh (archeology, armadillos)

But that's kind of the thing - me finishing a painting doesn't mean the painting is dead. Completing production of a movie doesn't mean the movie is dead. Why are games pronounced dead the moment we stop adding more content to them? I can still enjoy a painting that the artist hasn't touched with a paintbrush since the 14th century. I can still play a videogame whose devs haven't worked on it since 1995.

Yeah, absolutely agree. More right now that I'm playing a Famicon Disk game. I was talking in general, of this thing of, everyone keeping tired of stuff very fast, and fear that their favorite things wouldn't last in the public eyes for more than a mounth.

A lot of people can't enjoy a 14th century painting tho, there's a lot of reactive contempt out there towards anything not 'new'. Suspect you've already run into people who treat being willing to play a game from the 90s or watch a movie from a 70s like a weird affectation, it's a common enough attitude. I know a few people who regard a dress they've had a month and worn up to once about the same way I would a carton of milk that's been sitting out that long, everything in their life must be fresh from the packaging (and the cheapest shittiest thing possible, in order to afford that lifestyle). An update that does nothing but make the version number go up draws out the new game smell a little longer I guess

I think this is a dangerous expectation for non indies as well. I think Nintendo has been using the update system in a really nice way to give games a bit more depth after release, but they also have a very defined scheduled of what they'll do and when they'll stop to move the teams into new projects. It's incredibly disappointing to me to see the fanbase treat this as the game being abandoned and to keep demanding extra updates for games that traditionally weren't live games at all (and here I'm mostly talking about Animal Crossing, but somehow I've seen this sentiment even with Zelda. Zelda!! The game that is so big I can't finish it!!)

i really languished in the mines of this exact same poison for a few years on my own game, Joylancer. back in 2014, i watched as early access progressively drifted into the same waters of the burgeoning "live service" craze that would follow. i saw this exact thing coming a mile away, and was hoping to get the jump on it before it became standard.

and ironically, that idea is exactly what put a standstill on the project for so many years -- until recently, where i have spent a lot of time trying to undo the "lessons" that i learned from the late 10s about making games "last forever" by just updating them with random stuff as often as possible.

there is still a part of me that likes the fact that you have the freedom to update a game whenever you want with new stuff, but it has become impossible to not think about the stuff you ranted about here whenever i think about my own design process. thanks for writing this.

The only advantage I can think of for indies to pivot to live service games (or games with consistent and frequent updates past its launch) is that it prolongs the “shelf life” of the game. Like, for most small devs they have one window to push their game before focusing on something new. This way, they (hopefully) keep an active audience over a longer period of time in the hopes that its popularity snowballs through player evangelists and word of mouth. Keeping it in the conversation. And this is all done with updates and change logs as opposed to like, big effort and high cost ads and marketing campaigns.

Should every game do this? Does every dev need to do this? Absolutely not. But I feel like a lot of studios are on financially shaky ground, and the idea of having a project that could lead to more long-term stability is an enticing one (even if I don’t agree that’s the right solution)

Little addition: the games space doesn’t have enough curation as much as other mediums that help extend the life of a game once it’s done. Paintings can be exhibited in galleries, movies can be featured at revival houses, you know? Games don’t have that post-release, and it really makes it hard to find games more than a year old.

I notice this massively in the FH/IT community as a long-time player. Back in the day, these games were almost never updated but thrived on the creativity of their communities - people would make big role-play groups, host parties, fill every corner with chatter and imagination. Now some of my favourite servers (FHU included, I am not a developer) are constantly empty because everybody declares them "dead" for not recieving constant updates from development teams of unpaid volunteers.

For some added historical context, I started hearing "dead game" about 10-11 years ago with the advent of two things: steam early access, and accurate concurrent/peak player count statistics for multiplayer games on steam. That combined with the shitty entitled "consumer rights" gamer mentality that had been festering for a while led to the whole thing where some steam forum jackass complains that there hasn't been an update in a week and everyone piles on and starts theorycrafting without so much as two facts to rub together. I do personally think steam (and its feeder communities on 4chan and reddit) is where this really got going and where it thrives today.

Yeah, there's a notion of "dead" that makes some degree of sense for primarily multiplayer games ("will I have to actively work to find someone to play?") that makes none at all for primarily single player games.

I wish "dead" wasn't the word for multiplayer games (I'd settle for "the online lobbies are dead" except we all know where that'll go), but in the non-indie space I lean towards SNK games. "$game lives on Discord" is certainly a meme, and when I say "SNK lives on Discord" I say it with some genuine pride about in both the community and the company's phoenix act.

It is incredibly important to understand that when you see opinions like this posted, they are being posted by lazy assholes who want something for nothing. They and their opinions can fuck off into the sun.

Some devs may choose to do this. Other devs may decide to say "The End" and move on to making new and interesting things for people to enjoy. Both choices are THEIR choices. And if some players don't like them, and wish to try to guilt-shame the devs into giving them free stuff, they can book a ticket on a rocket right now.

in reply to @Liqvo's post:

People do this with non-game software too which feels more normalized but also is weird to me. Like. Some program that hasn't seen an update in 15 years that i can run to analyze my disk usage... dead? hardly, its still analyzing my disk usage just like it was 15 years ago lol

I really unironically feel like an old man whenever any subjects like this come up, but... back in my day, vidya games came out finished and stayed finished, dagnabit. And if ya wanted more stuff in a game, you'd hafta wait until the developers released the game all over again, finished from the start again but with newfangled content. That's what Capcom did throughout the nineties for their Streets Fightin' games and it worked for them, by cracky! patooies tobaccy into a brass pot