Ahead of the city builder’s release on October 24, the devs want to “manage expectations on performance.”

  • Aielman15@lemmy.world
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    1 year ago

    I’m kind of used to devs releasing apologies for their games after a bad release and the following review bombing. It’s almost guaranteed to happen for any modern AAA game, it’s the sorry state of the industry. But now, we’ve reached a point where devs apologize for their games before they’re even released. This shit is hilarious.

    What’s next? “We’re going to release a game four years from now. You should temper your expectations, it’s probably going to suck.”

    I mean, kudos to them for warning the potential customers, instead of lying to them or luring them in with nice trailers and trying to silence journalists by prohibiting them from showing game footage (I think I remember someone doing that…). Although I’m not sure how I should thank them. Should I buy the game because they were honest? Or should I not buy it, because, well, they were honest? I’m confused.

    • jedibob5@lemmy.world
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      1 year ago

      I mean, I think it just demonstrates that the problem is not on a development level, but rather on a project management and (particularly) an executive level.

      Crunch and unreasonable deadlines in the gaming industry are the norm, and there’s too much pressure from higher up to deliver a product as soon as possible, even if it isn’t 100% ready.

      Unfortunately, there’s no real good answer for this as a consumer… If the game does well, the execs who set the deadlines pocket the profits. If it does poorly, the developers who worked on it bear the brunt of it by either getting insufficient raises, an even higher level of pressure on the next game, or at worst, get laid off.

      The real answer would be widespread industry unionization. Efforts to do this are ever-so-slowly being made, but it’s not even remotely close to being a reality. I’d say that if the game appeals to you and you don’t mind performance issues at launch, buy it, but if not, then don’t.