Patrick Scott Patterson has some strong words for modern ragequitters.
From the mid-1980s to the early part of the 2000s, light gun rail shooters were a staple in both arcade and home system gaming. Arguably, the genre started to really hit its stride in the mid-1990s. While games like Time Crisis, Virtual Cop, and House of the Dead, among others, dominated both the home system and arcade space, some one relegated to only home game systems. Today, we’ll be talking about a little-known cult game published by Sony called Project: Horned Owl. This game was developed by Alfa Systems, and all in all, this is a fun game.
From Horse Armor to Mass Layoffs: The Price of Greed in Gaming. Inside the decades-long war on game workers and the players who defend them.
maybe a real enemy is people who use terms like "the real enemy"
there can be more than 1 bad thing, t's not like a kids show with 1 big bad
Executives seem to often have an obsession with perpetual revenue growth. There is always a finite amount of consumers for a product regardless of growth. Additionally, over investment is another serious issue in gaming.
honestly, the "real" enemy of gaming, is ourselves
if nobody bought horse armor, shitty dlc would have died almost overnight
if we stood firm and nobody bought games from companies that were bad with layoffs, it would be solved
we're the idiots supporting awful business practices, we are the ones enouraging it
Greed and greedy people have and always will be the main issue for everything wrong in the world. Everything is a product to be exploited for monetary gain. Even when there are things that could help progress us along for the sake of making our lives easier that thing must be exploited for monetary gains. Anything that tells you otherwise is propaganda to make you complicit.
I've never thought "DEI" (although the way most people use it doesn't match it's real definition) is the problem with games. Good games have continued to be good when they have a diverse cast, and likewise, bad games have continued to be bad. There isn't a credible example I've seen where a diverse cast has been the direct cause of a game being bad.
The Drifter puts you in the boots of a man who dies before the opening credits roll, then gets a second chance to uncover why someone wanted him dead. With gritty pixel art and practical detective puzzles, it's less about inventory management and more about staying one step ahead of the people trying to kill you again
Nice read.
It's just like how people act out online, because they are anonymous they say and do what they want. They don't have to face social humiliation.
Therefore, they are kings in their minds.
In truth all this reveals is the actuality of what people are like when all social surroundings disappear.
These are the type of people you may not want to know in person.
But at the same time you can't categorize a person based on a single experience; even repetitious acts do not mean the outcome of behaviour will always be the same.
I don't know... Some times when I've had a rough day, the last thing I want is to sit there feeding other players points. I wouldn't call it rage quitting per say, but more so "I'm done for now".
This article just reeks of elitism.
An interesting little article maybe it is really a sign of the times. Just as bad as rage quitters are the guys that wont shut the hell up and constantly trash talk. then again the two are often the same person.
In the arcades there was an odd kind of sportsmanship to the whole affair. Something sorely lacking from online play.
I think more ppl rage quit these days because the games can be so frustrating. It's one thing to be owned by another player but quite another to be spawnkilled 10 times over in a row because the devs didn't bother writing proper detection code.
Good point about the trash talkers but again why do games default with the mics active rather than muted (On PS3 at least). I wonder sometimes if the publishers want you to be frustrated!!