@For_Macragge Lol Im a huge gun Nerd, but the complaints are a bit much. Inspired by and copy of are two different things. It'd be a bit different if it was the 1911, which is literally still used in 40k.
@sandthegame For those that didn't see, they posted that they had an issue with steam and are trying to launch ASAP. (It was a small edit of the release date post)
One thing I’ve always found strange is how much the conversation around games has shifted over the last 10–20 years.
It used to be about the games themselves. Which game was better? Which studio was more creative? Which ideas pushed the medium forward?
Now so much of the discussion seemingly only revolves around metrics: Daily active users, player counts, revenue, earnings reports, market share.
And I often wonder: Why do actual players care about any of that?
Most of the time, these numbers are discussed without any real understanding of the business behind them. People compare DAU numbers between live-service games and packaged products as if they’re measuring the same thing, when in reality they’re often completely different businesses with completely different goals.
What’s even stranger is that many indie developers have adopted the same mindset.
You’ll see some indie devs on their third or fourth game breaking down exactly how much money each project made, analyzing every chart and revenue graph. And when they talk about their games, it sometimes feels like they’re talking about stocks rather than things they spent years creating. Things they and their team was truly in love with.
I’ve always believed that every game you release should basically be an extension of yourself. That thing you’ve worked on is your baby, so you better make sure you treat it with the love and care it deserves.
If you do it right, that game becomes part of your legacy. Many years later, people will still associate it with you. That means releasing something shouldn’t be taken lightly.
Gamers are an incredibly demanding audience. They already have access to thousands of excellent games, many of them available at heavily discounted prices. Simply making ‘another one of those’ isn’t enough.
So shouldn’t our focus be on creating experiences that feel genuinely new? On pushing genres forward? On making something that leaves an impression on people?
The business side matters. Of course it does.
But I think too many developers start optimizing for metrics before they’ve created something actually worth measuring.
At the end of the day, the studios and creators that tend to endure are the ones that make products people genuinely love. The ones that solve problems, move the medium forward, and create experiences that stay with players long after they’ve put the controller down.
If I’m going to spend years of my life making something, I’d rather it have an impact on people than look good on a spreadsheet.
If you love what you do, the numbers ought to just be a side-effect.
@SirBylHolte Punisher has a good chance. All because of Bernthal. From what I've heard, he refused to play punisher again because they effed with the character so much, but they negotiated with him and he's writing a good portion of it.