And each expansion pack actually felt fresh and added to the game in some wayBack when games weren't just about micro transactions
And so many good indie games are single player, partly because multi player infrastructure adds a lot of complexity and expense, but big shareholder of big studios demand line go up and recurring revenue on a mediocre online multiplayer game is an easy way to juice the numbersIt's wild that AAA studios keep telling us single player games don't work anymore and then we keep seeing single player games winning.
They also just don't seem to get live-service/GaaS at all. The whole point of live service is a trade off. They get continuous monetization, and in exchange the game is supposed to receive robust support and give players a lot of content and high replayability. That's what gets players to tolerate/accept live service monetization. Doubly so for live service games that have a buy-in attached to them.
Instead they keep putting out games that are underbaked and overmonetized and act shocked every time people don't just throw money at it.
It's baffling because you can just look at the actually successful games that exist today, the games winning awards and selling well, the live services that last for years and years, and yet these executives keep making every wrong decision.
I have the fondest memories of the Sims 1, but my most played version is probably Sims 3. Going back the Sims 1 is limited in a lot of painful ways despite its charm, and we accepted them because there was nothing that offered more at the time, things as basic as aging or weekdays/weekends that are now expectations than novel features.This is a very bittersweet article. I have held off on purchasing this, specifically because of all the problems getting it to run on modern hardware. I've had just about enough of dealing with that kind of stuff these days, to the point that if the game is known to be difficult to get running on Steam, I look to see if there's a release on GOG (as they care about actually helping make it work for their certified Good old Games, to the extend of implementing aftermarket patches/fixes if necessary) and if there's not, I just skip the title entirely.
But gosh, it's hard not to give it a try with this one. To this day, the original The Sims remains my absolute favorite entry in the whole series. There's just something about the newest versions that are severely lacking much of the charm and personality that the original had. Maybe it's some of that zaniness that's gone. The new games are a little too polished, a little too neat. Everything in the game world looks and feels a little too fresh and brand new.
The original had a factor of grit and wackiness to it that's hard to explain, but made it much more endearing to me.
As an aside, my second favorite entry in the series is The Sims: Medieval. That one does work on modern hardware, but not through Steam. You have to launch it through EA's launcher instead. It's also altogether a completely different game, and far from perfect. I do wish they'd given it maybe one more iteration, though.
I have the fondest memories of the Sims 1, but my most played version is probably Sims 3. Going back the Sims 1 is limited in a lot of painful ways despite its charm, and we accepted them because there was nothing that offered more at the time, things as basic as aging or weekdays/weekends that are now expectations than novel features.
Sims 2 is a weird middle ground between the two and I never ended up getting expansion packs for it because of how slow just the base game loaded on our P4 desktop when I was in high school. And I've somehow never played the Sims 4, the loss of the seamless neighborhood really turned me off from it even with all the bugs it could cause in 3
The takeaway is that we can't look to big publishers like EA to follow through on delivering quality single-player experiences anymore. It's the indies that'll carry that forward.
Nintendo says hi (and even Sony, for that matter). But maybe you meant on PC, specifically.The takeaway is that we can't look to big publishers like EA to follow through on delivering quality single-player experiences anymore. It's the indies that'll carry that forward.
"In order to break out beyond the core audience, games need to directly connect to the evolving demands of players who increasingly seek shared-world features and deeper engagement alongside high-quality narratives in this beloved category," he explained.
LGR in his review agreed with this statement.Funnily enough. I can almost guarantee you'd have better luck running them on Linux via Proton.
I feel like they add replayability and/or entice the player to explore more of the game content. Plus, I like getting 100% achievement completion whenever feasible.Is "achievements" really a thing that is so important?
I was going to ask the same thing. I've never cared about achievements, seemed like a worthless feature.to me.Cloud saves, sure, but does anyone actually care about achievements? Or am I alone in that?
The sims were the original BS microtransaction game. So many expansion packs and then 2 and 3 threw away a good chunk of them in order to start with a basic base game and add on yet more expansion packs. The actual cost of owning sims 1 or 2 with all expansions was quite a lot.Back when games weren't just about micro transactions
Funnily enough. I can almost guarantee you'd have better luck running them on Linux via Proton.
Not at all baffling if you pay attention to who's doing what. EA is the profit at all costs typical corporation. They don't care about the art or the playability of games. All they care about is cost, time, and net profit. They have cash cows, but none of them have really pushed the state of the industry (nor art) in decades. When they, do it's usually because they bought an indie that was already in the process of doing so. Then that studio's IP becomes just another trash haul after a few releases. This is exactly what's happening at Bioware as happened with Westwood and all their other purchases. These upper management types are utterly and completely out of touch with the potential customers that aren't looking for the pink slime of gaming.It's wild that AAA studios keep telling us single player games don't work anymore and then we keep seeing single player games winning.
They also just don't seem to get live-service/GaaS at all. The whole point of live service is a trade off. They get continuous monetization, and in exchange the game is supposed to receive robust support and give players a lot of content and high replayability. That's what gets players to tolerate/accept live service monetization. Doubly so for live service games that have a buy-in attached to them.
Instead they keep putting out games that are underbaked and overmonetized and act shocked every time people don't just throw money at it.
It's baffling because you can just look at the actually successful games that exist today, the games winning awards and selling well, the live services that last for years and years, and yet these executives keep making every wrong decision.
That's pretty much the world I've been living in for the last decade.
I buy few of the AAA offerings anymore, but there's still way, way more titles available than I could ever play. I think I saw in one of the other threads that Steam had something like sixteen thousand games released in 2024. That's on the order of forty games a day, and surely some of them are going to be good.
I did buy Veilguard and Metaphor:ReFantazio (waiting for modest sales), but that's about it for AAA for the last six months or so. Veilguard was kinda meh, Metaphor is pretty good. (I'm still midgame with that one.) In the middle of last year I picked up Ghost of Tsushima, which I ended up being pretty blah about. I finished it, but was never really hooked.
But I constantly buy little stuff, usually a couple indie games every month, and some of those are fantastic. Factorio comes to mind, but there are lots and lots and lots of great single-player games from tiny developers.
(Edit with examples: Slay the Spire, Stardew Valley, Minecraft (although that's Microsoft now), Factorio as mentioned already, Rimworld, Slay the Princess.)
Yeah, good luck with that fairy tale. In today's corporate environment, everything, but EVERYTHING, is about "growth" and profits.Later on X, he clarified who he was pointing a finger at: "This message was for those who try to double their revenue year after year. You don't have to do that. Build more slowly and make your aim improving the state of the art, not squeezing out the last drop."
It's wild that AAA studios keep telling us single player games don't work anymore and then we keep seeing single player games winning.
They also just don't seem to get live-service/GaaS at all. The whole point of live service is a trade off. They get continuous monetization, and in exchange the game is supposed to receive robust support and give players a lot of content and high replayability. That's what gets players to tolerate/accept live service monetization. Doubly so for live service games that have a buy-in attached to them.
Instead they keep putting out games that are underbaked and overmonetized and act shocked every time people don't just throw money at it.
It's baffling because you can just look at the actually successful games that exist today, the games winning awards and selling well, the live services that last for years and years, and yet these executives keep making every wrong decision.
Cloud saves, sure, but does anyone actually care about achievements? Or am I alone in that?
The sims were the original BS microtransaction game. So many expansion packs and then 2 and 3 threw away a good chunk of them in order to start with a basic base game and add on yet more expansion packs. The actual cost of owning sims 1 or 2 with all expansions was quite a lot.
That said they are still very good games and Sims 2 is probably the best of the series. Sims 3 has the freeroam mechanic which does give it a different feel and flavor but 2 has more sophisticated behavior and sim traits and apartments and such.
"This beloved category?" Famed CEO Andrew Wilson is speaking of the hit title Dragon Age: The Veilguard, which by all accounts is a single player MMORPG. However, the titles in the beloved Dragon Age series are not usually designed in such a fashion.Andrew Wilson said:In order to break out beyond the core audience, games need to directly connect to the evolving demands of players who increasingly seek shared-world features and deeper engagement alongside high-quality narratives in this beloved category.
I do hope you're saying that you got more value than it cost, and are not telling us that it's priced at 20 USD$.Samuel Axon said:I've gotten $20 out of value out of the purchase, despite my gripes.
It seems to be a common trend. Apple help developers create a title for Apple Arcade, then it's "beta tested" in AA before being released elsewhere. ~_~Samuel Axon said:Instead, the cozy game du jour on Twitch is the Animal Crossing-like Hello Kitty Island Adventure, a former Apple Arcade exclusive that made its way to Steam recently.
ESO had an identity crisis when it first came out. Matt Firor was seemingly trying to remake Dark Age of Camelot in an Elder Scrolls universe. The fans mainly wanted "Skyrim with Friends". It's evolved into quite the sprawling MMO theme park. It's an adjunct to the single-player Elder Scrolls games, but it's not the same as the single player experience and never will be. ES fandom is still hungering for Elder Scrolls 6 to come out because there's just no substitute for what can be done in a single-player game.It's weird to think about how big companies are slowly pushing me outside of their consumer base; just through their declining product. We stopped watching Netflix mostly based on the declining quality of their originals. I stopped using Chrome because it was freezing more, fighting extensions, and difficult. I'm switching from Windows to Linux because I feel like I'll fight the OS an equal amount and have fewer ads.
This is especially sharp in games. I basically stopped playing AAA games, because the experiences weren't really worthwhile anymore. The last Western AAA game I played was Deathloop, and before that was Prey. Right now I'm enjoying the fan mod Chronicles of Myrtanna: Archolos more than any game in years, including games made by the developers of the original game it's modding.
And the weirdest thing is that publishers don't seem interested in single player games that make money. Skyrim made a lot of money, probably over a billion. It took six years to develop. The Elder Scrolls Online has made like $2 billion over ten years; is that really more than two Skyrim sequels would have made? Why on earth didn't they release a single player follow up that coexisted with Elder Scrolls Online, like they did with New Vegas (which made back something like three times development cost)? Why are they throwing away a business model that works for another one, when you could keep doing both? Really? I don't get it. It doesn't even seem based on greed; it seems based on weird ceo vibes, which are just kinda arbitrary and dumb.