G
Gethsemani
Guest
My current rotation of games that I play weekly is World of Warships, Grim Dawn, State of Decay 2, Call of Duty: Vanguard and Stellaris. So yeah, you can absolutely love FPS games and still play 4X games. The main thing scaring people off of 4x games is that they are opaque, rules dense and often provide abysmal feedback (something that the PDX podcast talked about a few times) and making them more accessible, not necessarily easy, lets people invest.No one who loves playing first person shooters or other genres far away from 4x games will enjoy this game... just look what happened to BF2042... they tried to cater to the battle royal crowd, stabing BF Vets right in the heart and failed miserably... its not about to cater to die-hard Grognards only but to cater to people who love playing 4x games... and those people are used to invest a lot of time into a game... and BTW you completely ignored the part with the difficulties i have talked about... those people who you talk about have the option for easy mode... THEY CANT FAIL!!![
Because the issue is not about failing, the issue is about feeling as if the game is being unfair, cheating or punishing you for something you couldn't know was wrong. it is the Dark Souls Appeal: A game can be absolutely brutal, but as long as the player thinks the smackdown was fair they'll come back. If they think the game just shafted them for no reason they'll play something else.
The Paradox business model is to iterate and add features (thus upping complexity) with every DLC to keep people playing. Yes, it means more of a rules shock when a new player starts the game but that doesn't necessarily mean it is less accessible. If the game has good onboarding complexity doesn't mean less accessibility. And with many PDX games that are on their 3rd or later year of life, it is prohibitively expensive to buy the base game and all DLC at once, which means most people will start with the base game and a few DLCs and then add on more if they like the game, thus providing a ramping complexity. Take it from someone who was a late adopter of EUIV.To make an approachable game? Dude have you read what i have written? I have said that Stellaris v1.0 was one of the most approachable paradox games ever... or at least Stellaris pre 2.0... NOW!!! IT IS NOT ANYMORE... the devs vision is clearly not to make it as approachable as possible but to milk the game with DLCs before Stellaris 2, hopefully, will be released...
I mean, this is all just fluff. You say the devs have no vision, that they don't understand their own mechanics etc. but where's your proof? And before we go at this again, "I don't like the direction Stellaris is headed" is not proof that the devs lack vision, don't understand the mechanics or are out to shaft long term players. It is just proof that you disagree with the vision and direction of Stellaris.And again you have ignored what i have written... the devs clearly have no vision... the devs don't understand their own game mechanics otherwise it would be a far more balanced game... the devs might do indeed stuff they like... but they slap that stuff onto a pile of other mechanics breaking them, or making them not really important... the galactic community is a great idea but badly implemented... more espionage is great but you can ignore it, it is not important... they said we make diplomacy great again... it still really isn't... the tile system was APPROACHABLE but instead of expanding it, they dropped it and replaced it with a mechanic that again broke other stuff... its not about an ideal game... its about to cater to those who will probably play the game for the longest time and stick around... not to do stupid stuff to attract people who will drop the game anyway, even if it is catered to them... after a short time...
Imagine one of the bosses saying: Lets try to grab some animal crossing fans that game is booming... implement some sci-fi animals you can pet and feed and stuff...
Dev: But sir we are working on an AI overhaul people complaining about our retarded bots... we cant do both...
Boss: Do the animal stuff!!!
Do you think that such things would be a good idea??? But i hope with the old, new head at paradox their games might improve again... hopefully...
There's a hundred different reasons why a rework or new mechanic comes out half-baked, buggy or incompatible with other systems but they can all be summed up as: Game development is really hard, especially in a corporate environment where the developers are expected to stick to budget and make a profit. I am absolutely certain the devs realize that espionage (for example) is a pretty lackluster mechanic right now, but we don't know why that is. Maybe a more complex espionage mechanic was too buggy, or had too much performance impact or wasn't very fun. Maybe they ran out of time and had to rush to implement something because the intended mechanic wasn't ready (also known as the Cyberpunk 2077 way of implementing AI). It is really easy for us as armchair game devs to sit around and fantasize about how much better Stellaris would be with our awesome ideas, but there's a massive difference between our dreams and what is feasible to create within in the confines of the game development process. Constrained as it is by harsh realities like economy, team size, game engine limitations, development tool limitations and imperfect code creating unforeseen bugs and problems.
- 4