should run on older hardware
How old are we talking?
Better yet, what minimum system requirements should the game be able to run on?
Steam collects hardware info (that people opt-in for) over the years. Here is the searchable database.
should run on older hardware
How old are we talking?
Better yet, what minimum system requirements should the game be able to run on?
Steam collects hardware info (that people opt-in for) over the years. Here is the searchable database.
Here are 10 songs I've been listening to for the past week or so.
The Hives - Hate To Say I Told You So
DJ-Mar-T - Gentleman (Club Mix)
Machine Girl - Athoth A Go!! Go!!
Rudimental, 1991, PNAU, AR/CO - The Feeling
This is what it looks like for me. We are just on the waiting list now. They will send out access when they are ready to test.
CRETE alpha access can be obtained by registering for access via their Steam page.
Whoops. Sorry about that. Fixed it.
Perhaps you're right. But have you considered what those who play those games get out of it for themselves?
I'm curious to learn more as I believe people hit the downvote too soon, before knowing why.
How would you define an indie game, and what indie games have you played before? What kinds of video games do you enjoy to play?
That isn't what I was making a point of. I was doing my best to convey that it's a more complex analysis than, 'The new games I see, seem so soulless or bland. So that must mean they didn't have a creative vision when creating their video game(s).'
I have an interest and in a way, a hobby of learning about the video game industry, with a strong emphasis on what developer teams and individuals do to make these games. The short answer as to why these games don't hit their creative mark(s) is often the following:
Because there wasn't a strong understanding as to what the game was going to be about or function like, from the beginning or continually.
Management didn't do a good job or weren't able to maintain development in the right direction or for the right things needed for the project. (The number of times I've read or heard about people or teams working on a character, level, game feature, etc, and then leaders/management decides to put something else in or cut it entirely... is staggering. We're talking days, weeks, or months spent, then it's removed or changed.)
Misjugement(s) of what and how much each 'resource' (time, people, expertise, money) would be needed to complete each milestone, stage, and final polish of the video game.
Game feature creep - The more you have on your list of things you want in the game, the more 'resources' you will need to complete it. When you don't have enough of any or all of the 'resources,' you have to start cutting things from the final video game form.
That being said, there are more reasons why video games come out janky, half baked or lacking creative vision. Just remember, there is always two sides to a story.
This is just false. There are many games that have good/great creative vision that come out. It's just that like 'never before,' there is a tsunami of video games that come out every month. Finding these video games with good/great creative vision is tremendously hard unless you have a filter system in place. (And even then...) Are they all video games that we would likely pay for, no. There are a lot of half baked games that come out. I'm talking about video games from a single first time video game developer, 10 person dev team companies, 100 person dev team companies, all the way to 1000+ person video game projects made by AAA publishers/developers. And of course everything in between. Making a video game is easier to do nowadays, for sure. But to make a video game that captures all of the "creative vision" you speak of... very difficult to do so.
Some of the best video games to come out this decade have come from video game developers who were solo or small teams.
This was obviously made to be car-centric propagandists. /j
The term rollback is often used in the software industry, as a way to undo an update. Since the update was pushed to the client side from the development side, and was realized to not be ready. Apple's team manager(s) would have discussed whether to patch it or roll it back to the previous software version. Patching such a thing would have taken "some time" to do so. So it was better to roll it back and really hammer on it, to work out the kinks and such.