Developers from EA, Massive, and more explain why and how things go wrong.
Playdead co-founder Dino Patti is allegedly being sued by his former studio and business partner.
Patti was threatened with a lawsuit earlier this year after he posted a now-deleted LinkedIn post that shared an "unauthorized" picture of co-founder Arnt Jensen and discussed some of Limbo's development. Patti said Jensen demanded a little over $73,000 in "suitable compensation and reimbursement," adding that he had "repeatedly" had such letters over the last nine years.
A handful of small redesigns and a pair of back buttons make Nintendo’s Pro Controller for Switch 2 a worthy upgrade.
I love this controller. Feels so nice in the hand. Plus the battery lasts for days, it's crazy.
$100 ?????????????????????????????? ??????????????????????????????? ???????????????
The thing is, over the past decade, third-party controllers have really stepped up. You can often get better quality, more durability, and stronger performance for half the price of first-party options. Meanwhile, controllers from Nintendo, Sony, and Microsoft have become increasingly mediocre, expensive, fragile, and not particularly impressive across the board. What makes this especially noticeable with Nintendo is that they’re surprisingly open to third-party hardware. That openness ends up highlighting just how much better the alternatives are.
I have the original pro controller and TBH, I don't use it as much. I'm mostly using the Switch in handheld mode with the Hori Split Pad Compact Controller. I also never use the back buttons to program anything so I will not be buying this one here, so that will be $85.00 in my pocket 😂
Techland wants to switch to a shorter development cycle of three to four year at the most for its games, starting with Dying Light: The Beast.
Very good dev length for a AAA/AA game I'd say. Companies need to set an aim for this range. 1-2 is too little, I believe 3-4 is perfect. Any more is too much. Games don't need to be these gigantic games full of a crazy amount of content. Just make a good game.
because the testing environment does not adequately simulate the real-world environment. I know they do network stress tests, but even those aren't big enough to simulate the amount of traffic that occurs once the game is released to the public.
Which means as a customer, I should wait 6 months for all the issues to get patched out? If everyone does that you will have zero sales and no player base, which in turn will mean no point to support the game and it will get pulled.
Bit of a vicious circle really, early adopters who pay full price effectively get an unfinished game, so why be an early adopter?
excuses, nothing more.
i remember when i played Diablo 3, they had testing server, in that server sometimes came big patches and they tested those patches sometimes over 6 month. that was just for patches.
now we have million dollar companies testing their new games 3 month before release, even less, you never going to release good product with such little time, that is a fact.
Sony and very few others takes the time and puts some effort into their work to release finished product, not half asssed.
Stick to linear games then...
Yeah, that's all bullcrap. Very informative and technical - but still bullcrap.
2011 - EA/DICE release BF3 beta test. The game however launches with lots of connectivyity and network issues
2013 - EA/DICE release BF4 beta test. The game however launches with lots of connectivity and network issues
2015 - EA/DICE release BFH beta test. The game however launches with lots of connectivity and network issues
2015 - EA/DICE release StarWarsBF beta test. The game however launches with lots of connectivity and network issues
2017 - EA/DICE release StarWarsBF2 beta test. The game still launches with lots of connectivity and network issues
2018 - EA/DICE release BF V beta test. The game still launches with lots of connectivity and network issues
2019 - EA/DICE Anthem beta test. The game however still launches with lots of connectivity and network issues
How many beta tests does it take before you learn from the past and make the adjustments necessary to prevent server overload at launch? Surely you've done it enough times now to know exactly what's going to happen when 2 million peolpe try to log on at the same time? If you haven't learned yet how to deal with that then don't ask for my money on day 1.