It's time for another podcast with Irrational Games! In the eighth episode of Irrational Behavior, you'll get to hear from both the folks who helped found the company and the guys that just showed up a few months ago. They talk about everything from the work environment at Irrational to whether or not the studio even knows what it's doing. The podcast runs about 30 minutes long and is split into four parts: The Co-Founder, Immigrants, Gatekeepers and Natives. Ken Levine talks about just trying to stay alive in the industry, his ambitions for the studio early on, and how everyone has a "hardy respect for the unknown" when it comes to knowing how to make a game. This episode, titled "Immigrants and Natives," gives great insight into what it's like to work for Irrational, as well as dealing with the general challenges of maintaining success in the gaming industry.
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.