Be it ARK: Scorched Earth, No Man’s Sky, or the general criticisms gaming fans leverage, far too often the human element is left out of the discussion.
No Man's Sky on Nintendo Switch 2 offers a major leap in graphics and performance over the original release.
"No Man's Sky - Nintendo Switch 2 Edition brings this excellent, constantly evolving space survival adventure to your new Nintendo console in fine style. This is an almost-perfect match for other versions of the game, barring some very minor hiccups here and there.
Combat is still a bit naff, especially in space, and hardcore pirates might not get all they need from the systems in place here, but other than that, this is an almost perfect port of an almighty behemoth of a game. The sky, it seems, really has no limits." - PJ O'Reilly | NintendoLife
Ark Aquatica is the first official DLC to tell a non-canonical mythical story, expanding the ARK universe into new dimensions of survival.
Another thing that also ties into everything in the article is how much the publisher will ask game devs to monetize the game such as with microtransactions and cosmetic dlc and how that ties into a players outlook on a game and its devs.
Meh
I would honestly rather pay $70 for a game if it meant that micro-transactions and Day 1 DLC was absent from the game then spend $10 less and have things cut out to even it out. Most games I've seen tend to release around $40-$50 extra in content thats either behind a season pass or released separately. The publishers ideal spending is around $100 from everyone who buys the game as evidenced by Peter Moore, and these price points show that.
I am sorry but the biggest issue is one game is made in 5 or 6 different countries. It will be best to make games in one country, it lowers the costs of game developing plus no more issue with different languages, time zones, or different work cultures. The second issue is lack of communication between gamer and game developer. When it comes to Early Access, the game developer must have open 24/7 communication with the gamer. After all, the gamer is funding the game.Downsize the team to just 100 or 50 employees to save costs but to prevent economies of scale. Is easier to manage a small game development team than a giant mess of a team. Really why get 50 videogame artists, 100 game testers. Too many cooks in one kitchen.