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Games as a service tend to optimise for these kinds of players because they are the whales that pour obscene amounts of money into the game. it's part of why i
by kkarakk 8y ago
Games as a service tend to optimise for these kinds of players because they are the whales that pour obscene amounts of money into the game. it's part of why i refuse to buy into any game that sells itself as a "platform".
also the balance tends to suck in these games - how do you balance for someone who can basically put 8 hours a day every day in the game and someone who can log on for maybe 2 hours a week(if they're lucky)
also i may be nitpicking at this point but eve hasn't really evolved their tech stack for how popular they are(practically household names at this point). consequently the game shits the bed and is pretty unplayable when actually fun exciting events like a huge corporation being cannibalised happen...
- ethbro 8y ago> also i may be nitpicking at this point but eve hasn't really evolved their tech stack for how popular they are The last I heard (~10 years ago), they were heavily into Stackless Python. And I believe they did things since then (micro-sharding zones and global time dilation?). There's only so many things you can do with a real-time single world with arbitrary 3D positioning.
- kkarakk 8y agostill runs like it was deployed on an AWS nano instance when events are happening though
- skocznymroczny 8y agoIt's possible to balance this with proper game design. Look at Guild Wars 1 for example. Most of the content comes in small 0.5-1h pieces in form of missions, so a casual player can advance at his own pace. The "power" of gear quickly evens out, and what remains afterwards is gathering better looking weapons/armor (even though their stats are identical to the cheap weapons/armor). Even then, a casual player can just focus on getting and using the items that look cool to him, while a hardcore player can work on getting all the possible cool items, just in case or to use as achievements to show off.