et pour avoir regardé ca hier c'est assez dingue. ils intègrent les LLM et l'IA a tout les niveaux genre maintenant tu peux juste dire "Hey créé moi un salon, ambiance moderne, high standing avec un canapé, une table basse et des vieux vêtement par terre" et le truc fait tout pour toi (en allant chercher dans la gallerie d'asset mais imo c'est qu'une question de mois avant que ca soit techniquement capable d'en créer en 3D à partir d'un prompt textuel)
Pareil pour l'éclairage genre "hey fait moi l'éclairage de Bogota à 9h30 du mat" et il va chercher les infos pour toi de a quoi ca ressemble Bogota à 9h30 du mat.
Ils essaient vraiment de tendre le métier vers des gens qui savent parler en prompt à leur logiciel sans forcement avoir de bagage technique. Du coup on va avoir beaucoup de gens qui vont pouvoir créer des jeux basique qui ressemblent à du quasi AAA même sans avoir fait d'études juste en utilisant les outils de base de Unreal.
L'avantage c'est que quelqu'un qui aurai vraiment une idée créative très bonne pourrait se lancer dans le JV même sans venir du métier, ca devient à la portée de plus en plus de gens.
Mais le risque, c'est de un, d'avoir une vraie perte de connaissance d'ici quelques années, et de deux on risque d'avoir une surabondance de "Unreal Slop" qui utilisent les outils de base et qui vont tous se ressembler un peu (et c'est déjà un peu le maintenant)
surtout que de l'autre coté la nouvelle génération de joueur sont de plus en plus bloqué sur 4 ou 5 titres qui ont des taux de rétention très forts et n'en sortent pas.
Donc on va ouvrir en grand les vannes d'une offre massiveet qui sera probablement de qualité très moyenne et de l'autre une demande qui ne grossit pas aussi vite.
ca me fait un peu penser aux ingrédients du crash du JV des années 80.
@Sinnoware No for example I know I'm gonna play Expedition 33 because it looks like I game I would like, but its far on my list I wont play it before a year at least
I’ll forever be grateful to this game, to the journey, and to the people I’ve been lucky enough to share it with. Destiny gave me belonging when I needed it most, friends and memories that will last a lifetime, and the privilege of helping to shape this world in my own small way.
Je sais que bcp de personnes de ma commu ne sont pas des joueurs de Destiny, car ici on mange 3 jeux par jour 😄, et du coup se demandent pourquoi un tel impact sur le moral vu que les serveurs ne ferment pas, le jeu existe toujours.
Eh bien pour ma part c’est simple, ce qui me fait le + vibrer dans le jeu c’est la découverte, les 1eres fois et l’apogée de ça ce sont les decouvertes de raids / donjons 🙌 Chercher avec mes mates les strats de raids / donjons à toujours été de loin ma partie favorite dans Destiny. Se retrouver à 6h du mat à tester des trucs farfelus ou à try hard un dps qui semble impossible en se demandant pourquoi on fait ça depuis toutes ces années et pourquoi on est pas comme un bienheureux au fond de son lit, pour quelques heures + tard réussir, avec une sensation indescriptible d’accomplissement, en équipe, à 6, chacun étant essentiel à l’accomplissement de cet incroyable moment.
C’est ça que j’aime. Que j’aimais, car c’est terminé, pour l’instant et pour longtemps semble t’il. On peut rejouer les contenus mais ça n’a pas du tout la saveur de la découverte, ça ne l’a jamais eu pour moi c’est comme ça ^^ J’ai souvent dit que je m’en moquais du loot, vous comprenez maintenant quel était mon vrai loot : ces moments de découverte et d’accomplissement avec la team. Merci à mes mates pour tous ces moments, leur bonne humeur sans faille, leur engouement et leur ténacité 🥰
hey guys - I co-founded the studio that made this game and thought I'd give a little more insight for those curious. We made Last Flag because we loved REAL capture the flag when we were kids, and none of our fav CTF game modes allowed actual hiding and finding. We wanted a complete new game experience for players with an affordable price, no microtransactions, and every cosmetic earnable by playing.
We're a small indie studio - so our game and marketing budget is 1/10th some of our competition (if you want to even put us in the same category as "major shooters"). We fought hard to get the word out, but our launch day had surprise overwatch & rivals update (& more). Cutting through the noise is really, really hard.
The irony is that many of the outlets who didn't want to cover our little game before and at launch are now sharing the story of its low CCUs (not as bad the stories say, but still too low). So lots of people are saying "why didn't anyone market this?", but we tried!
All that said, our team is so proud of this game - a lot of love went into it, and I hope our players feel it. We're workin on more maps, contestants, game modes, custom game modes, etc., and making sure the game stays alive for the people who gave it a shot or are just hearing about it. Thanks for listening, and keep supporting indie devs ❤️
There’s a pattern we should talk about that has quietly killed a lot of great games over the years.
It usually pans out like so:
1) Developers listen to players and think they do them a favor by giving them exactly what they asked for.
2) Players love it - at first.
3) After that, for some 'mysterious' reason, players lose interest and the game slowly dies and nobody is quite sure why that happened.
The truth is that players will always push for fewer restrictions. They'll always argue for endless farming, easy power creep, never getting locked out of any content, making things more convenient, removing any sort of gates, etc. etc.
And usually, even if you give in to things that will hurt a game in the long run, you get applause, at first.
But you also just removed some of the very things that made the game special.
Magic in games often comes from limitations.
Scarcity, anticipation, effort, friction... all of these things have meaning. And if you remove those out of the equation, you logically remove meaning.
Christmas is magical exactly because it happens once a year. If you had Christmas every day, you wouldn’t make it better - you’d destroy what made it special.
As a parent, I know how excited my boys are when December hits and they start dreaming about how amazing Christmas will be.
They start talking about which awesome presents they'll receive and every day they come up with new things.
The parents challenge is then to intently listen and to understand what your kid really wishes for - and after thoughtful deliberation, you turn THAT into their present.
You don't give them everything they wanted, you give them what they deep down truly wished for. And that's what makes it magical for them, because you actually spent the time and were thoughtful enough to truly understand who they are.
And the same is true for games.
When everything is always available, then:
- Nothing feels special
- Nothing is worth planning for
- Nothing creates stories anymore
You’ve optimized the fun out of the system.
We’ve seen this over and over:
You remove keys, costs, or gates and players gleefully cheer you on.
But suddenly:
- The gameplay loop breaks
- The economy collapses
- The sense of progression disappears
Another example: social friction.
The magic of early World of Warcraft was that it was basically the first social network.
You had to actively talk to people, organize raids, build relationships and in the process a lot of people created life-long friends.
Then players kept asking for features like LFG and developers caved in with the argument that removing friction is good.
But suddenly, your friends didn't need you anymore. You weren't seen as an important part of their group anymore, you became an annoying obstacle that could be side-tracked. And losing your friends is a horrible feeling, as it should be.
Here’s the uncomfortable truth:
Players are very good at optimizing for short-term satisfaction. But they are incredibly bad at protecting long-term fun.
THAT is the developer’s job.
Sometimes you have to stand your ground and say no. Not to frustrate players, but to protect their experience.
Because if you give players everything they want…
You might be taking away the reason they loved your game in the first place.
Strive for an UNBEATABLE deal on Furi in the Eastern Martial Artists Week!
Rider has hacked and slashed the game 90% off, and now Furi joins a collection of intense martial arts games in the fest!
People need to stop talking about Himmel as if they fully grasp his character. His love for Frieren was expressed through actions far more profound than mere words. He understood that Frieren, an elf, wouldn’t easily perceive his feelings, so he left behind a wealth of memories to convey his true love because he believed that one day Frieren will get it. Himmel never imposed himself on Frieren, instead, he respected her nature, loved her unconditionally, and supported her because it brought him joy. The 10 years he spent adventuring with her amplified his happiness. Stop portraying Himmel as a failure. He was a great hero who selflessly helped others until his final breath, always with pride and no regrets. His love was pure and unparalleled, which is why some fail to understand him. They simply cannot relate to the depth of his character.
@UhKnope I can't get over Izanagi's sound design (when you hold reload especially) and the sword ornament goes crazy, but I never use it nowadays...
In pvp my favorite that I always come back to is Symetry, I think its so slept on.
Close call but ill pick Symetry!
@Morrigh4n J'ai juste eu le temps de faire 3 quêtes 🤣 ça y c'est déjà compliqué de pas se faire spoil sur internet !
J'ai hâte d'y passer plus de temps cela dit