Afterlife Games

@afterlifegames.bsky.social

Independent studio dedicated to advancing storytelling through gameplay and interactivity. ゲームプレイとインタラクティブ性で話芸を展開する独立系ゲームスタジオ。

The practice of basing game prices around the 60-80 dollar point shouldn't exist! The only reason it does is because Japanese companies in the arbitrarily decided that pricing games lower would be perceived as being low quality. There's no reason a AA game should cost the same $60-80 as a AAA game.

Afterlife Games@afterlifegames.bsky.social · 3mo ago

The MSRPs of video games have been a scam for a very long time. The fact that a game that cost $10m to make and a game that cost $100m could both be $60 on storefronts is proof of that. If games were allowed to have more variable price ranges, that would solve the problem.

Game design pro strat: Try your best to avoid utilities that only have one use. For example, if the player can punch and they need to push a button or pull a levers, no need to create a separate animation. Just use that same punch animation! Your work-life balance will thank you.

- Remake classic game as a forgettable experience - Remake loved by those who never played the original - Majority begins to see AAA games as disposable - AAA publishers start revoking access to games - Nobody complains because they've been conditioned to see their games as forgettable + disposable

Ghost Girl@ghostgirlblues.itch.io · 6mo ago

popular consensus is that the capcom keeps hitting these remakes out of the park, but i think they are all a bit disappointing (even if they are generally fine as stand alone experiences). fool's gold. ironic, given that RE1 remake is the gold standard of remakes www.youtube.com/watch?v=e-KA...

After some digging, the parry mechanic we all know today originated with fighting games. No surprises there—beat-em-ups like DMC and Bayonetta trace everything back to fighters. It started with Samurai Shodown 2 in 1994, which later evolved into the parry in SF3. #gamedev #gamehistory

K'eeg@armormodekeeg.blacksky.app · 6mo ago

taking devil may cry and bayonetta to task for making action game designers think that giving the player the ability to guard attacks normally (as in, not a parry or perfectly timed guard or something) was bad

CRPGs are dead to me. They all play exactly the same. Different icons and damage values aren't enough for me anymore. Worldbuilding is NOT game design. If the most interesting thing about your game is something other than gameplay, you're in the wrong medium.

Game design: another casualty of capitalism. We need money, so devs just copy the mechanics of other popular games. Slap a new coat of paint onto another successful game and you'll do just as well, right? No. If you wanna copy to learn, great! Just don't be surprised when your game gets buried.

Indie devs: Keep resisting AAA bullshit. You're indie for a reason. You don't have to appeal to the Lowest Human Denominator like a AAA game has to. Be about something. Establish a niche. If someone's playing wrong, they're probably not a fan of that genre in the first place.

Sandpenguin - Broken Relic@sandpenguin.bsky.social · 6mo ago

Something AAA taught me that a lot of indie devs resist: If a player doesn't understand something in your game, that's not the player's fault. It's yours. Many indie devs get upset that players are "playing wrong." In AAA that sentence doesn't exist. If they're playing it wrong, you built it wrong.

Arcade games were "accessible" in the sense that anyone could do well if you had enough quarters. The reason why arcades died wasn't because players could get the same experience at home, it was because designers moved on from an exploitative pay-to-win business model.

Sean Jordan | Sharing Great Games You Probably Never Played!@greatestgames.substack.com · 6mo ago

There's a lot of truth to this! Many indie game devs should study arcade games from the 80s and 90s. They had to be accessible and fun or they would immediately fail because no one would want to play them. Seeing what succeeded and why is a great teacher!

At the very least, someone who conceivably has the best hardware available should be able to get max settings from any game. If a game's max settings can only be achieved by future tech that might not even exist, that game is an utter failure. And so are the people who made it.

Dana the Elf@danatheelf.bsky.social · 7mo ago

They predicted where hardware was going, and got it wrong. Not a crime. If hardware to run those settings never existed, you just can't use them - there's a sense of entitlement from people I disagree with; it's very "I paid for it, so I deserve max settings!!" when... no. You get what you can run.