• EnsignRedshirt [he/him]@hexbear.net
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    9 months ago

    Skull and Bones could have been great, but it’s unfortunately a dud. I’m sure no one working on this title wanted to create a bad game, but the final product has all the hints of homework that was submitted for the sake of meeting a grading requirement.

    There’s the problem. They saw how much people liked the pirate stuff in Assassin’s Creed 4 and they thought they could just throw a bunch of money ar making another one. I’m guessing no one really had a creative vision for the project beyond “make big pirate game.” It looks like Ubisoft got exactly what they paid for.

    I look forward to this sort of thing playing out a lot as generative AI becomes more common. “I don’t get it, we fed all the right data points into the computer, but no one likes the result! Why aren’t people enjoying the things that our models show are statistically identical to the other things they like?”

    • KobaCumTribute [she/her]@hexbear.net
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      9 months ago

      I’m guessing no one really had a creative vision for the project beyond “make big pirate game.” It looks like Ubisoft got exactly what they paid for.

      They basically changed the core concept at least twice during development, first rejecting every prototype for two years straight then telling the studio to make “Siege, with boats” and then going soypoint-1 “Sea of Thieves!” soypoint-2 when that came out.

      And the whole time they were shitting on the local devs, rotating out the management, and basically just using the ongoing project as a way to grift subsidies from the Singapore government and have some place for their execs to vacation while pretending to work.

    • ElGosso [he/him]@hexbear.net
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      9 months ago

      On the flip side of that, I could easily see indie creators feeding a mishmash of ideas into chat-gpt and stable diffusion and coming out with a weird-ass, wonderful game like Kenshi. It’s the corporate “polish” that smooths off all the weird edges that will make these insufferable.

    • ashinadash [she/her]@hexbear.net
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      9 months ago

      They saw how much people liked the pirate stuff in Assassin’s Creed 4 and they thought they could just throw a bunch of money ar making another one.

      ‘Okay, mes amis… now let’s rip out the ship boarding, the melee combat, fleet management, island traversal, towns, most of the resource stuff and economy, and the single-player aspect! C’est magnifique!’

      So far away from what anyone wanted or expected.

  • GrouchyGrouse [he/him]@hexbear.net
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    9 months ago

    Years ago there was a big budget pirate themed porn movie. I worked with a person who rented the “rated” version with all the XXX content cut because they had no idea what it was. They were like “yeah the acting wasn’t great and there were a lot of sex scenes in the plot.” Ma’am that’s because you rented a porno from Blockbuster.

    I still think about that when I see pirate themed stuff.

  • ProfessorOwl_PhD [any]@hexbear.net
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    9 months ago

    Skull and Bones is huge, so expect to spend a lot of time travelling. I managed to locate Singapore in the East Indies and travel there, where it’s known as a pirate den called Telok Penjarah, but getting there took me almost 15 to 20 minutes of listening to shanties

    I really don’t want to defend an 80 dollar game in any capacity, but this is exactly what I wanted from it. Sailing around listening to sea shanties (and occasionally attacking British ships and outposts) was the good part of ACIV.

  • Infamousblt [any]@hexbear.net
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    9 months ago

    80 bucks? I thought “big” releases were 70 now, 80?

    I already decided I’ll never pay 70 bucks for a TRIPPPLE A GAME so 80 is extremely out of the question. Why would I spend so much on such garbage when better games are still coming out at the 20-40 price range

  • Greenleaf [he/him]@hexbear.net
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    9 months ago

    Hold on, the most expensive games right now are around $70? Far be it from me defend game studios, but I distinctly remember spending like $50-$60 on N64 carts like Goldeneye and Ocarina of Time back in the late 90s. That’s almost like, price deflation since then.

    • Tankiedesantski [he/him]@hexbear.net
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      9 months ago

      Gaming used to be much more of a niche product than it is now. Bigger market means more potential sales and economies of scale. Also products based on new tech tend to get cheaper over time - compare the price of the first cell phone to a top of the line flagship phone today, etc.

    • blobjim [he/him]@hexbear.net
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      9 months ago

      Game development technology has also come a long way since then. 3D modeling and animation and game design and stuff are all probably a lot easier to do with all the fancy desktop software now available (and super fast computers).

      Also it’s entertainment and there’s an incredible amount of competition for entertainment stuff. Games aren’t food or housing.

      • Owl [he/him]@hexbear.net
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        9 months ago

        They’re easier, but the standards are a lot higher, and the number of people working on modern AAA games is staggering. All the roles in a very high-production game from the 2000s (the kind that would split modeling, texturing, animating, or gameplay programming, graphics programming, menu programming) are now whole large teams.

    • lorty@lemmygrad.ml
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      9 months ago

      Well they can’t simply raise prices by the inflation since people wouldn’t buy games if they were too expensive. Also most big budget games make a lot of money from other sources besides the box price.

  • ElGosso [he/him]@hexbear.net
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    9 months ago

    screm-a AA game

    Seriously, though, you could tell this one would suck just from the overproduced sea shanty in the commercial.

  • GalaxyBrain [they/them]@hexbear.net
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    9 months ago

    I pine for a really good Boat Game and really wish Tears of the Kingdom had a giant ass wind water style ocean with islands and stuff where you’d build your own boats to get from place to place.