• Blackmist@feddit.uk
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    3 hours ago

    I think we’re approaching a point where games are going to be made like movies.

    Teams assembled for one project, everyone does their bit, and are then discarded when they’re no longer needed.

    Big publishers will probably have a pool of people they can push between projects depending on what’s needed. Ubisoft appear to do that, when you look at the credits in their games, there’s like 10 subsidiary studios involved. For smaller studios, you’ll probably be let go between games until you’re needed again. Maybe they’ll keep your information and rehire you because you did a good job of hard surface rigging or whatever last time. Maybe they hire an excited school-leaver to sloperate a clanker. Who knows.

    • Tingle@lemmy.world
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      3 hours ago

      Approaching?

      AAA has been following that model for a decade.

      They don’t give a shit about the people that work for them and fire them as soon as it’s convenient.

      They fire people and allow them to re-apply for their job because then they don’t have to pay continued service rewards.

  • chiliedogg@lemmy.world
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    14 hours ago

    Gamerant is saying the studio was low on funds and facing a $20 million dollar lawsuit from a former exec when the workers were furloughed weeks prior to launch, that dozens of employees have already been brought back, and that Bit Locker is claiming to want to bring the rest back.

    This was their first game, and if they do bring back the team members (with back pay) now that the game is a sucess, I would actually be much more understanding.

  • GolfFoxtrotLima@sh.itjust.works
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    20 hours ago

    Yet another certified bruh moment,

    The devs keep getting stabbed in the back by evil greedy CEOs

    I won’t even buy the game then

    • Doc_Crankenstein@slrpnk.net
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      18 hours ago

      This is why I pirate most games unless it’s from indie devs. Fuck any and every corpo entity. Like hell I’m gonna let them profit from me while stabbing those who actually did the work in the back.

  • Barbarian@sh.itjust.works
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    16 hours ago

    I was considering buying this as a massive fan of XCOM 2.

    Was.

    I’ll just keep playing Cyber Knights: Flashpoint thank you very much.

    • Cethin@lemmy.zip
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      15 hours ago

      Check out Xenonauts 2. It’s positioned as a spiritual sequel of classic X-COM, rather than modern XCOM, though so there are differences.

      Probably the best difference, and I don’t understand why modern XCOM did this, is classic and Xenonauts have larger squad sizes. This is huge, because the entire genre is about gambling on actions. If you only have four actions, taking a 50% shot, but potentially being in danger, is an issue. If you have 8+ actions (8 squad members minimum, and you’ll often get multiple actions per member), a 50% shot is a lot less risky. It’s more about setting yourself up to get many attacks, rather than one perfect attack. There’s a lot more opportunities to mitigate risk.

      It also has a much stronger strategic game, which I feel is largely lacking in modern XCOM. It’s all about tactical battles. This game, in particular, I think is almost entirely tactical battles, with little strategic opportunity, and no strategic layer IIRC.

  • danielfm123@lemmy.zip
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    15 hours ago

    If CEO fire whole team, how will you create a new success?

    Good teams are not conodity.

      • Cethin@lemmy.zip
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        15 hours ago

        Honestly, I don’t understand why any studio wouldn’t do this. Not only does it mean you can differ some pay until later effectively (obviously you still need to be competitive, because people don’t like gambling with their livelihood), but it actively encourages devs to make the best game possible. If they’re just working for a salary, they have no skin in the game. Give them a reason to make the absolute best thing they possibly can make.

          • Cethin@lemmy.zip
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            12 hours ago

            I made a statement on what they should do, for best results from employees, not on what they actually do. It should also be true for all other industries. I think all company profits should be shared with employees, and ideally owned, if not totally then at least in part, by employees. Give them a stake in the company, and a reason to care about how it’s doing, and they’ll put more effort in.

            The fact this is incomprehensible to the capitalist class isn’t surprising though. They view humans as resources (hence the Human Resources Department), not as people with their own wants and desires.

  • Sanctus@anarchist.nexus
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    21 hours ago

    What’s the point? You can’t even enjoy your laurels. Just fucked the minute release hits so they dont have to pay you. Fucked up. Nobody should work for a game corporation.

  • TrackinDaKraken@lemmy.world
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    1 day ago

    He went on: "It is a gross but all too common sight to see, another corporate game hitting the top of Steam while the team is left looking for work and cut off from any possible profit sharing.

    And, there it is.

  • lechekaflan@lemmy.world
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    20 hours ago

    The unfortunate reality of it now, like having to keep your CV constantly updated and ready if ever to be laid off at any time. And it’s worse than ever.

  • Cethin@lemmy.zip
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    15 hours ago

    For anyone who wants this style of game, but doesn’t want to support this, Xenonauts 2 released version 1.0 a few months ago. It’s trying to be more classic X-COM, rather than modern XCOM, like what this game is copying (and simplifying even more). It’s easily the best of the genre I’ve played, and it’ll also run on pretty much any system you’ve got fine.

    • M0oP0o@mander.xyz
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      15 hours ago

      Xenonauts 2

      Eh, played the shit out of it and happy to give them money. But holy shit is the late game kinda poop.

      • Cethin@lemmy.zip
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        12 hours ago

        I haven’t played much of XCOM 2 or this game, but the late game of all of these games is usually not the best. Honestly, this is true for most strategy games. How many Paradox games actually make it to the end, for example?

        It’s essentially something that’s impossible to balance in a fair way. Either the game scales automatically to match you, in which case your effort is meaningless, or it doesn’t, and it’s either trivial or impossible.

        I just started a new game recently though. When I last played the end game didn’t even exist IIRC, so I can’t comment on it.

        • M0oP0o@mander.xyz
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          3 hours ago

          This one is just a drag even compared to others, there is just something missing altogether vs even old xcom.

  • chiliedogg@lemmy.world
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    14 hours ago

    So to reduce time spent looking for new jobs, devs should make sure games take even longer to develop and are in even worse shape at release so they have to hold onto the team for bug fixes.

  • Toasticus@piefed.social
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    1 day ago

    This whole industry is job security hell. Man, people decades ago dreamed of being somewhere in the industry. I don’t really know now who’d want to be in it knowing how awful job security even is.

    • TrackinDaKraken@lemmy.world
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      1 day ago

      It’s like the movie industry, now. They only have a job as long as the game is in production, and all they get is the weekly paycheck.

    • CaptPretentious@lemmy.world
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      1 day ago

      When I was a teenager, I really wanted to work in the video game industry. Really glad I don’t. I still want to learn to make video games, but I never want to work for any video game company. Especially any that have been around for say… 20 years and/or publicly traded.

      • Toasticus@piefed.social
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        12 hours ago

        Unfortunately, you’re not the demographic the industry is looking for. What they want now is obedient, but expendable staff who’ll only be on long enough to see a project done. Then you’re discarded. The other pocket of people they’d want is, you know what type.

        You’re better of being your own independent video game worker.

  • TheBluetoofs@piefed.social
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    1 day ago

    At this point in human evolution, I can’t understand how anybody would want to be in the gaming industry anymore. I would not blame any developer if they just decided “fuck it” and quit altogether. I’d applaud it, actually.

    • Buddahriffic@lemmy.world
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      23 hours ago

      I wanted to be in the video game industry when I was younger and followed through with it by learning programming and pretty much everything I could with computers.

      But then while I was in university, the story about EA’s working culture broke. How they’d say hours were normal but they might need extra hours during “crunch time”, which sounded reasonable until you learned that they just set deadlines such that it was always crunch time. The partners of EA workers did a class action suit against the company and won it IIRC.

      That was enough for me to adjust my trajectory. I realized the suddenly obvious bit: people usually go into the video game industry because they have a passion for video games, which sets them up for exploitation like any other job that many people want to get in to.

      I might still make a video game but I never intend to be a peon in the video game industry.

      • ChickenLadyLovesLife@lemmy.world
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        17 hours ago

        they’d say hours were normal but they might need extra hours during “crunch time”,

        I always had this arrangement at the companies I worked for, except the “normal hours” were actually me doing next to nothing, and the “crunch time” was me genuinely busting my ass for a few weeks nearly every waking hour to get the software finished and out the door. It was nothing more than an extension of how I handled college rather than some arrangement that the companies intentionally offered. Management was always just so utterly fucking clueless about anything related to the technical side of software development that it was easy to fool them into thinking that my way of doing things was just normal for the field.

    • I_Jedi@lemmy.today
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      1 day ago

      The corpo gaming industry, perhaps. I’ve seen various indie developers have a great time.

      • Vlyn@lemmy.zip
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        1 day ago

        The 0.1% who actually hit it big. Let’s not include survivorship bias here :)

        • redwattlebird@thelemmy.club
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          20 hours ago

          You don’t go into indie to hit big though. You do it because it’s your passion, just like any other creative out there.

          • Vlyn@lemmy.zip
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            20 hours ago

            You can’t pay rent or for food with passion. Indie as in making it your job is brutal.

            Indie as a hobby while having a day job can be peachy (I’m doing it myself).

            • redwattlebird@thelemmy.club
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              17 hours ago

              Yep and that’s why it’s really important to have government investment to increase the chances of getting games out there. For example, Untitled Goose Game got government grants and was a huge success - there are many other examples also. Without the grants, they wouldn’t have been able to make it.

            • Jakeroxs@sh.itjust.works
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              16 hours ago

              You don’t really have to “hit it big” even moderate success (comparatively) is enough to pay the bills for a long while from what I’ve heard from a few indie devs online.