I like how the concept of "Console manufacturer publishing a game means that game won't get ported to competitor platforms" continues to elude some folks.
This reminds me of that early Gundam series where the humans all went shopping in one of the most Bubble Economy-ass Bubble Economy theming I've seen. Like, real hard.
Yeah, FC2 sounds like a "You search for the activities and success" game, and the rest (and alot of those "empowerment at all cost" games are the same way) are "The activities and success searches for you" games.
Not being able to do jump back and forth between the two from time to time must be crippling.
Anyways, I like how the deep dive games breakdown got you a second wind there lol.
I agree with most everyone else here: it was cool that the CEO 'fessed up and said, "Hey, we did a downright poor job at making a video game, so everyone is entitled to a refund." It is super shady that his company went into people's virtual inventories and said "You won't be needing this anymore. Yoink!"
This is my take, and I don't like where it leads in my head.
Reading: Speaking of not making audiences happy, Brendan Keogh's "Videogames Without Players" and Mattie Brice's "Kill The Player" both think about what games might look like without our focus on the player's pleasure--and what that focus has lead to in design and aesthetics.
Oh I can tell these are going to be very deep in my wheelwell.
As for the question, oh yes. Alot of games I know very quickly I find not my cup of tea but I sense the craft and the dev team nailing their aims wonderfully.
OK, this first article gives Dan new ammo to commit future atrocities, but other than that never aims its guns at varying perceptions of treating the player fairly or what is beatable (guarentees of success, just who falls under this jurisdiction, who would actually ask out of this, and other angles) but then again felt like a thought exercize after concocting Asshole Mario levels of his own. That's cool too.
Reading: Speaking of not making audiences happy, Brendan Keogh's "Videogames Without Players" and Mattie Brice's "Kill The Player" both think about what games might look like without our focus on the player's pleasure--and what that focus has lead to in design and aesthetics.
Oh I can tell these are going to be very deep in my wheelwell.
As for the question, oh yes. Alot of games I know very quickly I find not my cup of tea but I sense the craft and the dev team nailing their aims wonderfully.
Chillicothe's comments