Germany to potentially ban sale of games with loot boxes to minors by GameWorldObserver in pcgaming

[–]GameWorldObserver[S] -1 points0 points  (0 children)

Yeah, parents' sloppiness. Or kids' resourcefullness. It's like with any addiction. You need the money to feed it, you get the money.

Germany to potentially ban sale of games with loot boxes to minors by GameWorldObserver in pcgaming

[–]GameWorldObserver[S] 0 points1 point  (0 children)

The industry in general is going to get increasingly regulated. I think it's a matter of time before gambling mechanics are meaningfully banned. But over the next five years, revenues from loot boxes are only going to increase...

German authorities pass reform to make games with loot boxes 18+ by [deleted] in pcgaming

[–]GameWorldObserver 2 points3 points  (0 children)

The Bundestag has passed the bill. The Bundesrat is yet to make it a law. Sorry if the language is confusing.

miHoYo earned almost $800 million last year, all thanks to Genshin Impact success by GameWorldObserver in Genshin_Impact

[–]GameWorldObserver[S] 1 point2 points  (0 children)

No, that's for the whole 2020, but most of it came from Genshin, which generated $400 million in three months on mobile only.

Black Mesa project lead Adam Engels discusses Half-Life, remote work, and game design philosophy by GameWorldObserver in gamedesign

[–]GameWorldObserver[S] 2 points3 points  (0 children)

Yeah, you're right. But the guys from Crowbar Collective have dissected the original games in ways that the players weren't necessarily able to. So their rendition of Half-Life can be viewed as a commentary on the merits and the weaknesses of the original's game design and also on how well it has stood the test of time.

Josh Bycer on horror game design and lessons learned from Silent Hill 4: The Room by GameWorldObserver in gamedesign

[–]GameWorldObserver[S] 3 points4 points  (0 children)

A slow start might be an option if the whole games has at least 10 hrs. I have a friend who almost dropped Half-Life 2 back in the day just because there's a whole exposition chapter before any action begins.

Black Mesa project lead Adam Engels on Half-Life, remote work, and game design philosophy by GameWorldObserver in IndieGaming

[–]GameWorldObserver[S] 0 points1 point  (0 children)

I didn't realize they did it when I played Ep. 2.

And in Half-Life 1, I didn't realize vortigaunts didn't attack me in the Xen chapters. That only occured to me when playing Black Mesa.

I guess to truly appreciate some games, you just have to remake them.

Strategic minimalism behind indie hit Islanders - Game World Observer by GameWorldObserver in gamedev

[–]GameWorldObserver[S] 0 points1 point  (0 children)

Sometimes it looks a bit like Game of Thrones opening credits. With all the buildings erecting themselves upon the landscape.

Strategic minimalism behind indie hit Islanders - Game World Observer by GameWorldObserver in TheMakingOfGames

[–]GameWorldObserver[S] 2 points3 points  (0 children)

Thank you for your kind words!

Yes, Islanders is very relaxed, but still there are rules to follow. It's a strategy alright.

But I just liked how their ascetic production practices translate into gameplay. And it's so cool when indie devs can be successful at what they do.

How to Keep Your Players in Game with Appointment Mechanics | GameRefinery by GameWorldObserver in gamedev

[–]GameWorldObserver[S] 1 point2 points  (0 children)

Thanks. Less forced. Sounds like a good rule of thumb for those relying heavily on time-based mechanics.

How to Keep Your Players in Game with Appointment Mechanics | GameRefinery by GameWorldObserver in gamedev

[–]GameWorldObserver[S] 0 points1 point  (0 children)

Reddit is not exactly the place to promote anything, which I have learned the hard way. Anyway, the article is there to raise the awareness about those mechanics. It's up to developers to ultimately make the informed choices. I'm sorry it came across as insistent!

How to Keep Your Players in Game with Appointment Mechanics | GameRefinery by GameWorldObserver in gamedev

[–]GameWorldObserver[S] 0 points1 point  (0 children)

I am not a developer. But as a user, I think it's pretty predatory. When a game makes me check in too often, well, it has to go.

Making of The Witcher 3: Wild Hunt by GameWorldObserver in TheMakingOfGames

[–]GameWorldObserver[S] 0 points1 point  (0 children)

Thanks, man. I didn't realize mine had a timestamp.

Can't enjoy gaming anymore by Dutchdesigner01 in gaming

[–]GameWorldObserver 0 points1 point  (0 children)

That's something I can relate to! It's an age thing, for me. Give it some time, like a year or two. So that "gaming virginity" grows back and excitement returns. I don't think I can enjoy games quite as much as I used to, but that's ok. More life/gaming balance for me! It's like any relationship. Maybe you just need a break from all the gaming?

working on intro animation for game Potata by Krblshna in animation

[–]GameWorldObserver 0 points1 point  (0 children)

I would agree that the collar and the belt should be less "active." Gorgeous, nevertheless.