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Joined 1 year ago
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Cake day: June 23rd, 2023

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  • Hi.

    Ex game dev here who jumped ship and is now doing VR training stuff for a big medical company.

    I don’t regret it one bit. You definitely lose some of the spirit and excitement of working with people who are super excited to make the fun games they grew up playing, but on the flip side, if you’ve been in the industry long enough to have 18 years under your belt, you’ve probably had enough of that excitement to see the bad sides of it.

    By far the nicest thing about being in an industry that isn’t entertainment is that the success of the “product” you’re making is so much easier to define than “is this fun” or “will this help playing retention”. I can’t describe how nice it is to have actual users instead of players, and UX’ers who to come tell me what people want. Sure, it might not be as fun as games, but to be honest, I’m OK with that. I get vastly better pay, better work life balance, and most importantly, a complete lack of any kind of game director whose vision I must try to make real.



  • I think there are two age groups of Fallout players. Those who started with the original games, and those who started with Fallut 3.

    I’m young enough to have started with 3. I did go back and play the original two, and I absolutely see what you mean. New Vegas was somewhat better, despite still being a shooter, probably owing to the fact that it was written and designed by the remnants of the people who worked at Interplay when they made Fallout.




  • I think what comes across as bad delivery is intentional uncaring jadedness from Simmons part.

    I felt the same way, possibly having been over-hyped by the prospect of hearing a villain voiced by the man who gave us Cave Johnson, and then… meh?

    Seeing the behind the scenes footage of all the voice actors in the booth, it definitely feels like he’s trying, so maybe the lines are weird or it’s just hard to play a guy who is both figuratively and literally dead inside?

    I definitely agree, Ketheric struggles a lot with delivery. I think, at the very least, that I expected him to “open the trottle” at the end and finally let loose, but he still felt restrained.





  • I think the main problem with the world of Horizon is that the most interesting event in their world has already happened.

    The story of Zero Dawn worked so well because it is the interwoven tale of a young woman who sets out to discover why she was cast out of her village at birth, and the almost archaeological unraveling of why the world is the way it is. When you finally piece together both the plot is almost already at it’s climax, and you are left with both the understanding of why it must be Aloy who stops the new threat to the world, and the motivation to do so.

    But that doesn’t work for a sequel. The format of Zero Dawn relies on exposition about the very nature of the world, that’s why the main quest has a bunch of missions that more or less boil down to walking around an old facility and listening to recordings.

    How are you going to translate that into a new sequel? Either you’ve got sequels planned already, which I find unlikely given what Forbidden West amounted to, or you need to try to invent more world building and plot. It seemed quite clear to me that Guerillas writers for Forbidden West didn’t know their own world as well as I had assumed they did. The “how did we get here” plot in Zero Dawn revolved around a small cast characters, who, with the exception of one, were all both very neuanced and strongly invested in their own plot. The Zeniths of Forbidden West come across almost as inverse Deus Ex Machina, characters who fly in from the moon with what seems like no other reason to mess up the plot than “We had to find something”.