From the article, "So, what’s the problem with that? During a 2007 Game Developers Conference address, Shigeru Miyamoto revealed the intention of the design philosophy he had started using since starting to develop the original The Legend of Zelda. He argued that “Some people think that this single player game is one where you communicated only with the computer, but from the start I thought that Zelda could create a different kind of communication, centered around the game itself.” He also admitted when people said the game lacked context and direction, he made things more difficult by taking away the player’s starting weapon. The reasoning was that he wanted players to “talk with other Zelda players and exchange information, ask each other questions, find out where to go, exchange information…” In other words, he wanted to make a single player game that people had to work together on. He made a single player massively multiplayer game."
Get the scoop on Comedy Central's exciting new cartoon show inspired by the iconic Golden Axe video game
Golden Axe is a great game I enjoyed it on the SMS, Genesis and in the arcade. Great game but it truly was a quarter eater back in the day. I wish Sega could get the rights to the arcade port of Moonwalker another great arcade game I enjoyed. Collect so many monkeys and become Robo Michael lol.
GB: "With this feature, we will be taking a look at 15 of the best games from the PlayStation 2's vast library."
With so many games fighting for players' attention and interest losing out over time, time sink games are at risk of eventually losing steam.
It was worrisome to begin with.
It's a niche genre with only a handful of hits that can stand the test of time.
Only a few will catch on. You need a perfect storm to be successful in GaaS and a bit of luck on top of that. But a potential cash cow will keep them trying and some will go out of business because of it.
Helldivers 2 manages just fine…
Keep production costs low… don’t just make custscenes until the mechanics and enemies are perfected first.
Make so much content that you can drip extra content for years, and the game already feels complete without them.
Most importantly: make weapons, enemies, levels, and mechanics that will stand the test of 1000 hours. This might require more devs embracing procedurally generated leveled, which I think separates Helldivers 2 from Destiny’s repetitiveness.