This is exactly why I said:
But I think it's worth communicating that we all understand new government regulation is likely going to be a pain in the ass. We just think it's worth the pain/money.
This is exactly why I said:
But I think it's worth communicating that we all understand new government regulation is likely going to be a pain in the ass. We just think it's worth the pain/money.
I posted elsewhere, but I'll repeat it here: Game Pass obviously and absolutely affects game sales. At the same time this conversation only happens because we're comparing "the industry with Game Pass" to "games at face value". That second one only lasted 10-15-ish years. Before that, there was "the industry with game rentals". Blockbuster was also absolutely eating up some sales.
But game rentals were often seen as a "try before you buy" case to many, as you may want to play a game more than 3-5 days. So maybe the answer is don't lease your game to Game Pass for a year at a time. Just offer it for a month or three. (Also make an easy way for the non-technical to export/import saves.) This also would let Microsoft make more deals for more games in their rotation. Seems like a shorter time helps everyone out.
Game Pass obviously and absolutely affects game sales. At the same time this conversation only happens because we're comparing "the industry with Game Pass" to "games at face value". That second one only lasted 10-15-ish years. Before that, there was "the industry with game rentals". Blockbuster was also absolutely eating up some sales.
But game rentals were often seen as a "try before you buy" case to many, as you may want to play a game more than 3-5 days. So maybe the answer is don't lease your game to Game Pass for a year at a time. Just offer it for a month or three. (Also make an easy way for the non-technical to export/import saves.) This also would let Microsoft make more deals for more games in their rotation. Seems like a shorter time helps everyone out.
I want to add another post giving you the same advice to drive the importance of it home. Make shit.
I got interested in gamedev 20 years ago and never released anything despite still tinkering sometimes. The old saying is "fail early, fail often," because that's what learning is. Make shit.
Meanwhile I'm still over here dorfing life away.
In the quotes pulled from the original interview, he talks about how, thanks to early career specialization, “there is no fertile ground for these types of all-rounder game directors to grow.” It makes sense to me. With hundreds of people developing a game, and everyone starting at "ground level," there are so many levels to rise through before you get to lead a game, and even begin to grow in that role.
Compare that to a few decades ago. Carmack, Romero, and most of the Doom team were in their 20s when they made Doom. Or look at Chrono Trigger. Kazuhiko Aoki was the producer, and it was his 7th game at the age of 34. It was designer Hironobu Sakaguchi's 17th game at 33.
I get you! I was bigger into copyright some 20-30 years ago myself when we would've all been on Slashdot.
To that end, I was WRONG in my post, I think I was conflating two things, and for that, I'm sorry. I was certainly thinking in part about Universal City Studios, Inc. v. Corley (2001). That was the case that decided that the software DeCSS was illegal, and you could distribute the software. I was thinking that while the court did agree with Universal over the software, that it did not find that breaking DRM on a product you owned was inherently illegal. (I legit think this was a "take" at the time. Probably wouldn't hold up in court these days, sadly.) And I did find that years later the Library of Congress offered exemptions for breaking DRM on some hardware (vehicles, medical devices,) but I believe even those were temporary and have since lapsed.
Sorry I spoke so surely about something I was wrong about.
/edit: I was WRONG. This is my memory failing me. I explain it further below, and apologize for wasting any time.
~~After the DMCA passed there was a case of a judge finding it legal to bypass DRM to make backup copies, but illegal to distribute the software used to do so. I have no idea if there was ever further clarification or new law about this. That was like 20 years ago. It was part of a case going after the company who was making the software, but the name slips my mind. I'll try to look it up if anyone cares enough and wants to look for something more than hearsay on a forum.~~
His comment at 7:07 about how "it makes it look like these objects can't be perceived" is exactly the context that struck me. It begs for a Cthulhu-esque encounter of some type. Remedy could make masterful use of this in the next Control game, for instance.
Neat about the first music videos to do it, too. I only remembered seeing it in OKGO and Watsy videos.
/edit: Of course he goes on to mention Control. It's a good fit.
It's what Steam calls parts of the art assets a game displays in the store. I'm assuming they meant the header image. Here's some more info: https://partner.steamgames.com/doc/store/assets/standard
The allegation is that the publisher (Krafton) delayed the game to make it more difficult for the studio (Unknown Worlds) to hit their bonus goals, at which the publisher would have to pay the developer an extra $250M. UW's leadership was recently ousted by Krafton. Subnautica's director made a post on reddit about his departure: https://www.reddit.com/r/subnautica/comments/1lryw9o/what_is_a_wave_but_a_thousand_drops/