Halflife 3 is going to be amazing you guys
Valve can't count to 3 though.
Expect after the Steam Deck 2 for its successors to be Steam Deck 2: Episode 1 and Steam Deck 2: Episode 2.
Steam Deck: Alyx
Valve can’t count to 3 though.
Capcom had years of jokes on exactly that point with the Street Fighter series, but they eventually did release Street Fighter III.
EDIT: For those not familiar, here's the relevant portion of the series timeline:
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Street Fighter
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Street Fighter II: The World Warrior
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Street Fighter II: Championship Edition
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Street Fighter II: Hyper Fighting
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Super Street Fighter II: The New Challengers
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Super Street Fighter II Turbo
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Street Fighter Alpha
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Street Fighter: The Movie (the video game)
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Street Fighter Alpha 2
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X-Men vs. Street Fighter
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Street Fighter EX
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Street Fighter III: New Generation
It would be free marketing if they went with that approach. I can already see the headlines: “Why the ‘Steam Deck 3’ is called the ‘Steam Deck: Episode 1’ and other 5 things with origins on the memeverse”
Hollow Knight: Silksong is gonna be perfect.
(Actually, knowing those devs, it might.)
Their problem is they already made a perfect game. Now they have to do it again. Doing something perfectly once can be chance, doing it twice is massively more difficult.
Interesting spin on the "A delayed game is eventually good, but a rushed game is forever bad"-quote.
These quotes are from a time when games were stamped into hard plastic and circuitry. No Man's Sky and Cyberpunk are two examples of games with rocky launches that are both amazing now. Saying a game is forever bad simply isn't true anymore provided the makers stand behind the product.
But they don't most of the time. If you aren't very lucky like with No Man's Syk or Cyberpunk, you are stuck with an abandonend pile of garbage. And even with those games, it would have been better for everyone involved if they were what they are now from the start.
But the damage is lasting. NMS will always be known for the absolute shitshow it was on launch. Props to them for eventually delivering, but the game will never be as iconic as it could have been. Like compare bg3's reception of "holy shit it's so good" vs NMS's "oh it's finally good now."
NMS is better since release but saying it's amazing now is a bit of an embellishment. At its core it's the same game with all the fundamental issues it always had, there's just more fluff added on.
On the other hand, making me a beta tester for games I paid AAA prices for leaves me with a very negative feeling. You only get one chance to make a good first impression.
Lol that quote is literally in the first sentence of the article.
Not sure why we're arguing this quote with the same two games over and over. Nms and cyberpunk are great games, but they're a rarity.
Game Dev crunch is a plague in th industry, we suffer as consumers who cop bad releases on release. The whole industry could learn from its roots and delay things for a better initial product.
Defending the current practice of redevelopment in post is almost consumer gaslighting.
Plus, the base game itself should be good. It shouldn't need updates. Post-game launch updates should be enhancements, not fixes.
Seriously, we need to return to pre-internet console mentality. You put out an N64 game, it better be goddamn finished. Companies rely way too much on "ehh can just patch it".
suck is forever
I should call her
Tell your mom she still owes me for the Uber.
I don't disagree that often an early release can really kill a game. I think that Fallout 76 would have done much better had it not gone out the door for a while, and I think that the poor quality at release really hurt reception; despite Bethesda putting a lot of post-release work into the game, a lot of people aren't going to go back and look at it. CDPR and Cyberpunk 2077 might have done better by spending more time or deciding to cut the scope earlier in development too. But, a few points:
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First, game dev is not free. The QA folks, the programmers, all that -- they are getting paid. Someone has to come up with money to pay for that. When someone says "it needs more time", they're also saying "someone needs to put more money in".
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Second, time is money. If I invest $1 and expect to get $2 back, when I get that $2 matters a lot. If it's in a year, that's a really good deal. If it's in 20 years (adjusting for inflation), that's a really bad deal -- you have a ton of lower-risk things than you could do in that time. Now, we generally aren't waiting 20 years, but it's true that each additional month until there is revenue does cut into the return. That's partly why game publishers like preorders -- it's not just because it transfers risk of the game sucking from them to the customers, but also because money sooner is worth more.
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Third, I think that there are also legitimate times when a game's development is mismanaged, and even if it makes the publisher the bad guy, sometimes they have to be in a position of saying "this is where we draw the line". Some games have dev processes that just go badly. Take, say, Star Citizen. I realize that there are still some people who are still convinced that Star Citizen is gonna meet all their dreams, but for the sake of discussion, let's assume that it isn't, that development on the game has been significantly mismanaged. There is no publisher in charge of the cash flow, no one party to say "This has blown way past many deadlines. You need to focus on cutting what needs to be cut and getting something out the door. No more pushing back deadlines and taking more cash; if the game does well, you can do DLC or a sequel."
EDIT: I think that in the case of Cities: Skylines 2, sure, you can probably improve things with dev time. But I also think that the developer probably could have legitimately looked at where things were and said "okay, we gotta start cutting/making tradeoffs" earlier in the process. Like, maybe it doesn't look as pretty to ship with reduced graphical defaults, but maybe that's just what should have been done. Speaking for myself, I don't care that much about ground-level views or simulated individuals in a city-builder game, and that's a lot of where they ran into problems -- they're spending a lot of resources and taking on a lot of risk for something that I just don't think is all that core to a city-builder game. I think that a lot of the development effort and problems could have been avoided had the developer decided earlier-on that they didn't need to have the flashiest city sim ever.
Sometimes a portion of the game just isn't done and you might be better-off without it. Bungie has had developers comment that maybe they shouldn't have shipped with The Library level in Halo. My understanding is that some of the reason that different portions of the level look similar is that originally, the level was intended to be more open, and they couldn't make it perform acceptably that way and had to close off areas from each other. I didn't dislike as much as some other people, but maybe it would have been better not to ship it, or to significantly reduce the scope of the level.
I mean, given an infinite amount of dev time and resources, and competent project management, you can fix just about everything. Some dev timelines are unrealistic, and sometimes a game can be greatly-improved with a relatively-small amount of time. My point is that sometimes the answer is that you gotta cut, gotta start cutting earlier, and then rely on a solid release and putting whatever else you wanted to do into DLC or maybe a sequel.
I won't lie: That's the kind of talk that really makes me wish Valve would quit playing around with Steam and weird hardware experiments, and go back to making new games.
I don't agree at all. There's one Valve and Steam. If it's not Valve, it's gonna be Microsoft or someone, and I'd much rather have Valve handling the PC game storefront than Microsoft. There are lots of game developers and publishers out there that could develop a game competently, but not many in Valve's position.
This is true, but gamers are so impatient. I am in early access with my Virtual Reality Theme Park and have been busting it for 3 years as a solo dev, and of course it is not a full Theme Park yet. What does exist has put me into the top 10 on the Meta Quest App Lab store, but I get bounced out of the top 10 now and then as I will get 3* saying new rides are not coming fast enough. People are so impatient just like shareholders.
Make sure you put in the description you are a small one dev team. Most people are reasonable and understand you can only do so much.
People are way less patient with asshole AAA studios that crank out garbage because they waste time implementing micro transactions or bullshit DLCd
Suck is forever
"Hard disagree." -- person who played FFXIV before the realm got reborn
Obviously CS2 has sucked for a while and is gonna suck forever...
I dont think any creative would disagree shareholders and useless management however
Yeah, but there's only so much delays can fix. Sometimes suck is sticky.
There's only so much delaying can help a badly designed game, delaying only really helps those games that need that extra polish and likely won't be receiving it afterwards.
Fantastic advice, as a guideline in a vacuum.
No game should be shipped broken, but sometimes concessions are a reality.
Even Half-Life had to make concessions. Xen is infamously less polished and fine tuned than the rest of the game. Valve didn’t have infinite resources and time to keep tinkering. Would the game have been better? Maybe. But time is money, and Half-Life already ended up selling huge. Would taking time to fine tune Xen have boosted sales? Were people in the 90s avoiding the game because of Xen? I don’t think so.
The profits from Half Life allowed Valve to make more games and be successful. Is it worth trading off a more fine tuned Xen in order to have Valve exist as we know it today?
Definitely a "change some words around" from Miyamoto, whom this is usually attributed to.
Why don't they just not bother with a release date and release it when the game is 100% ready
A lot of the time in the industry, developers are using money loaned by publishers. Things like getting more development time, which means asking for more money is a negotiation that the devs aren’t guaranteed to win.
Valve is one of the successful developer & publisher companies that managed to survive. The 90s were a much smaller time for video games, and a small startup like Valve could compete with the big names out there. They had more freedom in a sense, but they also were taking quite a gamble. Other companies tried the same and didn’t survive.
It’s easy to simply say “only release a game when it’s 100% done” but it’s a lot harder when you’re watching money that keeps your company afloat dwindle with each delay. Also, “100% done” is a very flexible concept. Games almost always have to cut content or make concessions in some way, so figuring out what a done version looks like while working on it can be difficult.
The modern version of a small Valve style startup would be something like a Kickstarter funded development. Again, unless you are (for some reason) a Star Citizen dev, people are going to stop giving you money and you have limited funds and thus limited development time.
And just because you delay to try and release a superior game doesn’t mean it will be a smash hit.
I will wait for Silksong like a good little boi, if it ends up as good as the original.
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