43
submitted 4 hours ago* (last edited 4 hours ago) by doublepepperoni@hexbear.net to c/games@hexbear.net

Death Stranding came out in 2019. Death Stranding 2 will come out in 2025. That's six years for two games. If these were the PS2 days Kojima would have cranked out 3 Death Stranding games by now and we'd be getting Death Stranding 3: Subsistence along with a teaser for Death Stranding 4 next year.

Remember when video game trilogies used be to a huge thing in the sixth and seventh generations? You'd typically get 3 games in about 5-7 years

See: Halo, Gears of War, Resistance, Killzone, etc

top 44 comments
sorted by: hot top controversial new old
[-] AtomPunk@hexbear.net 9 points 2 hours ago

I’m just glad to get another Civ game this decade. I just hope it’s as good as Civ 6 sadness

[-] Comp4@hexbear.net 2 points 1 hour ago

Oh, another Civ 6 enjoyer! I'm actually not the biggest Civ fan (I just prefer some other 4X games), but I do enjoy the series and have been playing it since Civ 4. The thing is, these games usually need two expansions before they really feel complete to me. That was the case with Civ 4, Civ 5, and Civ 6, and I assume it will be the same with Civ 7.

On a different note, I actually really like that each modern Civ game tries something slightly different (looking at Civ 7). It always leads to some backlash, but it also cements each entry as a new spin on the series.

I'm aware Civ 6 got some pushback, especially from older fans, due to the art style (I think it's totally fine, if a bit Pixar-esque). But Civ 6 is also the biggest Civ game so far in terms of numbers and success.

So I'm almost certain they are going to cook for CIV 7 (Im of the opinion they cooked with every single CIV game ...they are just different and appeal to different people at times)

[-] plinky@hexbear.net 23 points 3 hours ago* (last edited 2 hours ago)

uncritical support to no crunch time rat-salute

Idk supergiant (I think I’ve heard they are fairly tight inside) seems fine doing one small game in three years? Instead of yearly ubisoft slop (they make them like in 2? Or did they switch to 3?)

Larian or rockstar do like one in 5 years (although rockstar sucks on working part)

[-] barrbaric@hexbear.net 13 points 2 hours ago

I broadly agree but I don't think that Kojimbo is the best example lol, isn't part of why he got fired from Konami that he was taking too long on MGSV?

I also think that part of the reason for longer dev times/cycles between games is that everything wants to be a GaaS, so development is continuing for a longer period after release.

When it comes to Elder Scrolls 6, idk, Todd just don't got the magic anymore.

[-] StarkWolf@hexbear.net 9 points 2 hours ago

Elder Scrolls 6 is pretty easy to explain, they simply were not working on it, focused entirely on Starfield. That teaser from years ago was a distraction to make you think they were still working on it, and to get shareholders to shut up about them not putting out the next installment.

[-] UlyssesT@hexbear.net 6 points 1 hour ago

90% of my interest in Elder Scrolls 6 evaporated when I read that Starfield was the basis of the game's engine and that the upcoming game would "continue the exciting exploration and discovery themes of Starfield."

nyet

[-] doublepepperoni@hexbear.net 5 points 1 hour ago

I'm more interested in that Daggerfall spiritual successor honestly

[-] 12022081631@hexbear.net 14 points 2 hours ago

i personally think that death stranding 3 should be an MSX/NES game and the only inputs you should have to hold to carry stuff is A+B and it should have four-directional movement and the game audio should be on an 8 track and the game tells you when to press play on the walkman and hideo should have it done in time for my ascent to the nearby bell tower when im really gonna show em

[-] UlyssesT@hexbear.net 26 points 3 hours ago

Star Citizen is on over a decade of development time and is approaching a billion dollars in rube investments. the-more-you-know

[-] riseuppikmin@hexbear.net 11 points 3 hours ago* (last edited 3 hours ago)

I'm not up to date with the latest lore. What's the next "after server meshing NOW the game will be ready?" technology or are we still waiting on server meshing?

[-] Sam@hexbear.net 6 points 2 hours ago

They've started live testing server meshing and its hilarious because when it actually works you realise they didnt design any facet of the game for more than 20 players at a time. There literally arnt enough habs for people to spawn in, way to little elevators and screens. Everything is diagetic but in such limited quantities that when they did the 1000 player test (Which only got to 750 before crashing) people had to form actual queues to use the terminals to spawn ships. Unlike a lot of people I'm pretty confident they'll eventually release a proper game I just dont think it will be any fun at all. They just keep making the game more and more tedious in the name of "realism".

[-] UlyssesT@hexbear.net 9 points 3 hours ago

Server meshing is the "Jesus tech" that the true believers are praying for that will somehow make all the jank evaporate in a puff of euphoria.

[-] blight@hexbear.net 34 points 4 hours ago

Surely this means games are higher quality and more enjoyable now right?

[-] homhom9000@hexbear.net 20 points 3 hours ago

higher quality

Of course! It'll use generative AI to bring us 8K graphics.

[-] lil_tank@hexbear.net 23 points 3 hours ago

Take it with a grain of salt but from what I know of the industry it's mostly a management problem. Sure games are ambitious but we have so many tools at our disposal and game developers are, in fact, extremely fucking skilled. However the suits thought that the SCRUM methodology was cool and now instead of having a general direction for the project, devs have to vomit code and assets until the amount of slop is enough to look like a game

[-] Gorb@hexbear.net 12 points 2 hours ago

I am a victim of agile and we spend probably half the work hours in a week on agile shite alone. But it generates pretty graphs for the useless execs because its not about producing anything but about control.

[-] UlyssesT@hexbear.net 21 points 3 hours ago* (last edited 3 hours ago)

SCRUM

dead-dove-1 doesn't know what exactly SCRUM is

dead-dove-2 looks up SCRUM

corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art corporate-art

dead-dove-3

[-] Collatz_problem@hexbear.net 7 points 1 hour ago

Our project uses waterfall disguised as agile.

[-] Findom_DeLuise@hexbear.net 2 points 55 minutes ago* (last edited 53 minutes ago)

Real Agile has never been tried™️

...but unironically. Incompetent middle managers get hung up on ritual over purpose, and think that the whole methodology is a one-size-fits-all approach that will magically solve budget, delivery timeline, and quality control problems.

[-] lil_tank@hexbear.net 1 points 1 hour ago* (last edited 1 hour ago)

For my own small projects I use plain old waterfall and shit just gets done. No idea how it works on larger projects but if I'm not mistaken this was how we made games back when Majora's Mask was completed in 1 year (they reused OOC's engine so it was real easy stares at all UE5 projects taking decades to release)

[-] Findom_DeLuise@hexbear.net 1 points 39 minutes ago

Waterfall was literally presented by its "creator" (Winston W. Royce) back in 1970 as an example of how not to manage a software project due to the lack of testing and validation until all implementation is complete (meaning, no integration or regression testing is performed as features are added during initial construction). This is also kind of the source of the axiom that, "The first 80% of the project takes 80% of the time, and the last 20% of the project also takes 80% of the time," in reference to the prevalence of budget overruns and missed deadlines/estimates once integration testing actually starts.

It's fine for trivial projects, and iterative methodologies (e.g., Agile/Agile variants, XP, etc.) use sort of a mini-waterfall phase on a per-feature basis. You're still performing the same activities, and often in the same sequence; you just toss out the rigidity of only performing each of those activities once for the entire project and thus introducing a fuckton of risk. Unfortunately, Agile became a weird cult religion at some point and a lot of managers are more interested in holding constant meetings than letting developers build software. Honestly, it has been hilarious watching my own IT org try to adopt some semblance of Agile principles while absolutely not changing their mentality or approach to anything; it's like watching a monkey sodomizing a football, but like, with my paycheck. I hate it here. Send help. Or nukes.

[-] ElChapoDeChapo@hexbear.net 9 points 3 hours ago

Yeah it sucks

Back when I dreamed of being a game dev I went back to college for it and they taught this bullshit in the class

[-] Alaskaball@hexbear.net 8 points 3 hours ago

One look at the fucking incestuous flow chart made me feel nausea. How the hell does anything get fucking done?

[-] UlyssesT@hexbear.net 8 points 3 hours ago

That's the neat part. It doesn't, not without lots of wasted hours of labor and squandered resources think-mark

[-] grandepequeno@hexbear.net 10 points 3 hours ago

Death stranding was announced in 2016 (probably been in dev since 2015) and released in 2019, that's 3-4 years. With the basic gameplay already done, and a lot of systems already locked down, how the fuck does Death Stranding 2 take 5-6 years to make? What are they making?

[-] inlandempire@jlai.lu 10 points 3 hours ago* (last edited 3 hours ago)

I do think they (Kojiprod) didn't even consider a sequel until after COVID. If I remember well, in some interviews Kojima mentioned that the first game would have been completely different if the lockdown had happened during development time, and it is implied that DS2 is a direct response to it.

Now here's the thing, even with that information in mind (let's say Kojima starts writing in 2021, and preprod follows), they should still not take as long, because the core systems are already there, so I'm not sure what's taking so long. My guess would be scanning/filming for cutscenes, because at this point it's going to be more of a movie than a game

[-] grandepequeno@hexbear.net 6 points 3 hours ago

That's a good point, I imagine the new environments take some time to build too.

[-] AernaLingus@hexbear.net 6 points 2 hours ago
[-] HexReplyBot@hexbear.net 2 points 2 hours ago

I found a YouTube link in your comment. Here are links to the same video on alternative frontends that protect your privacy:

[-] let_me_tank_her@hexbear.net 12 points 3 hours ago

RGG's Yakuza games are the only good games at this point. kiryu-dame-da-ne

[-] Parzivus@hexbear.net 2 points 21 minutes ago

And they have like half the dev time because they don't make everything from scratch every time

[-] MonsterRancher@hexbear.net 14 points 3 hours ago

Even indie games take years and years, although it makes more sense for them. Silksong still has no release date right?

[-] keepcarrot@hexbear.net 1 points 1 hour ago

I mean, if I were to start my dream game tomorrow, it would take a while since I'd also have a job. Plenty of indie games are like that

[-] MonsterRancher@hexbear.net 1 points 57 minutes ago

Talking more about the ones that aren't side-projects.

[-] MonsterRancher@hexbear.net 9 points 3 hours ago* (last edited 3 hours ago)

UFO 50 was announced in 2017.

[-] companero@hexbear.net 18 points 4 hours ago

Yeah, something is definitely wrong. It's easy to point to complexity or whatever as the problem, but I wouldn't be surprised if it was microplastics rotting the devs' brains or something.

[-] Infamousblt@hexbear.net 24 points 3 hours ago

It's not that hard to pinpoint the problem. The problem is capitalism.

[-] take_five_seconds@hexbear.net 5 points 2 hours ago

good games take time to develop and there are already way too many games

[-] LaGG_3@hexbear.net 10 points 3 hours ago* (last edited 3 hours ago)

Are getting? I feel like we've already been at that point for a while now

Edit: Plus, games are getting too long and bloated. 100+ hours is a lot for a single playthrough

[-] ElChapoDeChapo@hexbear.net 12 points 3 hours ago

Seems like dev times are either way too long or games are rushed out too early these days with almost no middle ground

[-] peeonyou@hexbear.net 17 points 4 hours ago

yeah but did they spend $200+ million per game?

[-] Gorb@hexbear.net 14 points 4 hours ago

Didnt they drop a teaser for OD as well? Not just death stranding 2. There are so many games coming out all the time i'm always falling behind anyway, I dont think more slop faster is necessary

this post was submitted on 02 Oct 2024
43 points (100.0% liked)

games

20448 readers
378 users here now

Tabletop, DnD, board games, and minecraft. Also Animal Crossing.

Rules

founded 4 years ago
MODERATORS