Category Archives: Commentary

Guarded About Veilguard

There was an Xbox Game Showcase 2024 recently that revealed a lot of trailers for upcoming games. One of those trailers was for Dragon Age: Veilguard, formally known as Dragon Age: Dreadwolf. You can go ahead and watch it yourself first:

Now, the trailer is getting mercilessly shit on by Reddit. There are a lot of Dragon Age: Origin uberfans still kicking apparently (of which I am one, technically) that are appalled at “what the series has become.” Which is funny, considering Origins came out in 2009 and the series has spent more time being something else than it ever has as Origins. All the complaints about EA destroying Bioware is similarly asinine considering A) by all accounts Bioware does this to itself, routinely, and B) who is still even at Bioware 15 years later? That is a topic for another day, though.

Most of the criticisms seem to be leveled at the trailer’s Marvel and/or Fortnite crossover energy. It reminded me more of the D&D: Honor Among Thieves trailer, honestly, but I get it. Dragon Age started out as a sort of gritty, grimdark fantasy RPG and that has… mellowed over time. But it did get me curious about trailers for the prior games.

I don’t actually expect you to watch all those, but the summary is: most are pretty damn similar, minus the Borderlands-style name introduction. Yes, there is less blood and more… rizz. The thing about trailers though is that they don’t really matter. It sucks when they suck, for sure, and can definitely dampen the enthusiasm and hype. And, yeah, they can also be indicative of a truly terrible game. But it also goes the other way, right? There are plenty of trailers better than the game they represent, or misleading at best. Just think about the best parts of any of the Dragon Age games to you, and then point me towards where that is represented in its trailer.

I’ll start:

You can [innuendo] me, any time.

That’s right, Scout Harding. The worst part about Dragon Age: Inquisition was that you couldn’t romance Harding, and now? A decade later you (presumably) can. Game on.

Unsustainability

Senua Saga: Hellblade 2 recently came out to glowing reviews and… well, not so glowing concurrent player counts on Steam. Specifically, it peaked at about 4000 players, compared to 5600 for the original game back in 2017, and compared to ~6000 for Hi-Fi Rush and Redfall. The Reddit post where I found this information has the typical excuses, e.g. it’s all Game Pass’s fault (it was a Day 1 release):

They really don’t get that gamepass is unsustainable. It works for Netflix because movies and tv shows can be made in a year or less so they can keep pumping out content each year. Games take years to make and they can’t keep the same stream of new content releasing the same way streaming services do.

Gamepass subs are already stagnating, they would make more money if they held off putting new exclusives on gamepass like movies do with putting them in theatres first before putting them on streaming. (source)

Now, it’s worth pointing out that concurrent player counts is not precisely the best way to measure the relative success of a single-player game. Unless, I suppose, you are Baldur’s Gate 3. Also, Hellblade 2 is a story-based sequel to an artistic game that, as established, only hit a peak of 5600 concurrent players. According to Wikipedia, the original game sold about 1,000,000 copies by June 2018. Thus, one would likely presume that the sequel would sell roughly the same amount or less.

The thing that piqued my interest though, was the reply that came next:

Yeah, even “small” games like Hellblade and Hi-Fi Rush, which are both under 10h to complete, took 5/6 years to develop. It’s impossible to justify developing games like these with gigantic budgets if you’re going to have them on your subscription service.

I mean… sure. But there’s an unspoken assumption here that these small games with gigantic, 5-6 year budgets would be justified even without being on a subscription service. See hot take:

Hellblade 2 really is the ultimate example of the flaw of Xbox’s “hands off” approach to game dev.

How has a studio been able to take 5 years making a tiny game that is basically identical to the first?

How did Rare get away with farting out trailers for Everwild despite the game literlaly not existing?

Reddit may constantly slag off strict management and studio control, but sometimes it’s needed to reign studios in and actually create games…

Gaming’s “sustainability problem” has long been forecast, but it does feel like things have more recently come to a head. It is easy to villainize Microsoft for closing down, say, the Hi-Fi Rush devs a year after soaking up their accolades… but good reviews don’t always equate to profit. Did the game even make back its production costs? Would it be fiduciarily responsible to make the bet in 2024, that Hi-Fi Rush 2 would outperform the original in 2030?

To be clear, I’m not in favor of Microsoft shutting down the studio. Nor do I want fewer of these kind of games. Games are commercial products, but that is not all they can be. Things like Journey can be transformative experiences, and we would all be worse off for them not existing.

Last post, I mentioned that Square Enix is shifting priorities of their entire company based on poor numbers for their mainline Final Fantasy PS5 timed-exclusive releases. But the fundamental problem is a bit deeper. At Square Enix, we’ve heard for years about how one of their games will sell millions of copies but still be considered “underperforming.” For example, the original Tomb Raider reboot sold 3.4 million copies in the first month, but the execs thought that made it a failure. Well, there was a recent Reddit thread about an ex-Square Enix executive explaining the thought process. In short:

There’s a misunderstanding that has been repeated for nearly a decade and a half that Square Enix sets arbitrarily high sales requirements then gets upset when its arbitrarily high sales requirements fail to be met. […]

If a game costs $100m to make, and takes 5 years, then you have to beat, as an example, what the business could have returned investing $100m into the stock market over that period.

For the 5 years prior to Feb 2024, the stock market averaged a rate of return of 14.5%. Investing that $100m in the stock market would net you a return of $201m, so this is our ROI baseline. Can the game net a return higher than this after marketing, platform fees, and discounts are factored in?

That… makes sense. One might even say it’s basic economics.

However, that heuristic also seems outrageously unsustainable in of itself. Almost by definition, very few companies beat “the market.” Especially when the market is, by weight, Microsoft (7.16%), Apple (6.12%), Nvidia (5.79%), Amazon (3.74%), and Meta (2.31%). And 495 other companies, of course. As an investor, sure, why pick a videogame stock over SPY if the latter has the better return? But how exactly does one run a company this way?

Out of curiosity, I found a site to compare some game stocks vs SPY over the last 10 years:

I’ll be goddamned. They do usually beat the market. In case something happens to the picture:

  • Square Enix – 75.89%
  • EA – 276.53%
  • Ubisoft – 30.56%
  • Take Two – 595.14%
  • S&P 500 – 170.51%

And it’s worth pointing out that Square Enix was beating the market in August 2023 before a big decline, followed by the even worse decline that we talked about recently. Indeed, every game company in this comparison was beating SPY, before Ubisoft started declining in 2022. Probably why they finally got around to “breaking the glass” when it comes to Assassin’s Creed: Japan.

Huh. This was not the direction I thought this post was going as I was writing it.

Fundamentally, I suppose the question remains as to how sustainable the videogame market is. The ex-Square Enix executive Reddit post I linked earlier has a lot more things to say on the topic, actually, and I absolutely recommend reading through it. One of the biggest takeaways is that major studios are struggling to adjust to the new reality that F2P juggernauts like Fortnite and Genshin Impact (etc) exist. Before, they could throw some more production value and/or marketing into their games and be relatively certain to achieve a certain amount of sales as long as a competitor wasn’t also releasing a major game the same month. Now, they have to worry about that and the fact that Fortnite and Genshin are still siphoning up both money and gamer time.

Which… feels kind of obvious when you write it out loud. There was never a time when I played fewer other games than when I was the in the throes of WoW (or MMOs in general). And while MMOs are niche, things like Fortnite no longer are. So not only do they have to beat out similar titles, they have to beat out a F2P title that gets huge updates every 6 weeks and has been refined to a razor edge over almost a decade. Sorta like how Rift or Warhammer or other MMOs had to debut into WoW’s shadow.

So, is gaming – or even AAA specifically – really unsustainable? Possibly.

What I think is unsustainable are production times. I have thought about this for a while, but it’s wild hearing about some of the sausage-making reporting on game development. My go-to example is always Mass Effect: Andromeda. The game spent five years in development, but it was pretty much stitched together in 18 months, and not just because of crunch. Perhaps it is unreasonable to assume the “spaghetti against the wall” phase of development can be shortened or removed, or I am not appreciating the iteration necessary to get gameplay just right. But the Production Time lever is the only one these companies can realistically pull – raising prices just makes the F2P juggernaut comparisons worse, gamer ire notwithstanding. And are any of these games even worth $80, $90, $100 in the first place?

Perversely, even if Square Enix and others were able to achieve shorter production times, that means they will be pumping out more games (assuming they don’t fire thousands of devs). Which means more competition, more overlap, and still facing down the Fortnite gun. Pivoting to live service games to more directly counter Fortnite doesn’t seem to be working either; none of us seem to want that.

I suppose we will have to see how this plays out over time. The game industry at large is clearly profitable and growing besides. We will also probably have the AAA spectacles of Call of Duty and the like that can easily justify the production values. Similarly, the indie scene will likely always be popping, as small team/solo devs shoot their shot in a crowded market, while keeping their day jobs to get by.

But the artistic AA games? Those may be in trouble. The only path for viability I see there is, ironically, something like Game Pass. Microsoft is closing (now internal) studios, yes, but it’s clearly supporting a lot of smaller titles from independent teams and giving them visibility they may not otherwise have achieved. And Game Pass needs these sort of games to pad out the catalog in-between major releases. There are conflicting stories about whether the Faustian Game Pass Bargain is worth it, but I imagine most of that is based on a post-hoc analysis of popularity. Curation and signal-boosting is only going to become increasingly required to succeed for medium-sized studios.

Gaming News Roundup

Square Enix stocks tumble on news that FF16 and especially FF7 Rebirth have not met sales targets. Which would normally be concerning… if not for the fact that these games are still Sony exclusives. Which, as a strategy, appears to be changing going forward.

In response to the tumbling profits, Square Enix announced what it calls “Square Enix Reboots, and Awakens”, a three-year plan for rebooting for long-term growth. This involves a rethink across all parts of the business, but the highlight is a “shift to a multiplatform strategy.” Square Enix said it will “aggressively pursue a multiplatform strategy that includes Nintendo platforms, PlayStation, Xbox, and PCs.” […]

As part of this multiplatform push, Square Enix said it will “build an environment where more customers can enjoy our titles in regards to major franchises and AAA titles including catalog titles.” The suggestion in all this is mainline Final Fantasy games will ditch PlayStation exclusivity going forward, although Square Enix has yet to announce specifics beyond Final Fantasy 16’s upcoming launch on PC.

It really boggles the mind sometimes, how stuck in the past these game executives can be. Helldivers 2 has been a breakout smash hit, with a large portion (possibly majority?) of the playerbase being on PC; it was significant enough for the Steam review-bomb campaign to work in any case. PC receiving ports in general has improved over the years for sure, but the fact that it takes ages is moronic. It’s been over fours years and PC still doesn’t have The Last of Us 2. Horizon: Forbidden West just came out on PC like two months ago. FF7 Remake took almost two years. Ghost of Tsushima took four years. God of War: Ragnarok probably won’t be out till 2025.

Speaking of ports, Ghost of Tsushima has beaten out God of War for the top spot on the Steam concurrent user spot for Playstation single-player games, at 77k and some change. Helldivers 2 sits at 457k, by the way. I’ve heard some chatter on Reddit about how this demonstrates that Sony’s “strategy” works, e.g. only releasing games on PC after a long-ass time. I mean… I guess? Unless there is some presumption that people bought PS5s just for this game, or that PS5 owners will buy it again on PC, I think this simply demonstrates Sony delayed a solid boost of revenue for 4 years for no reason.

Fallout: London is a fan-made Fallout 4 mod that is essentially an entirely new Fallout game. You may have heard some stories about how its original April release was delayed due to the “surprise” next-gen updates to Fallout 4 that Bethesda released a few weeks back. Well, it appears that the mod is back on track to be released… sometime. Soon! The real news though, is how the modders somehow convinced GOG to host the 30-40GB files. This was needed, as Nexus Mods has an upper size limit. These fan projects usually get killed by the suits right before release, so the fact that not only will this thing (presumably) come out, but the fact that GOG is hosting the files is extraordinary.

Valve is working on what appears to be 6v6 MOBA-like Overwatch game called Deadlock. Now, I understand that Valve has a unique sort of “structure” over there, wherein developers basically just stew in a petri dish until games extrude through the biofilm… but, really? This is whatever actual game developers still left over there have chosen to spend their time on? Christ. I guess it’s at least something, as opposed to whatever George R.R. Martin and Patrick Rothfuss are doing. Finish your fucking stories!

Microsoft Fallout

About a week or so ago, the rumor mill was a-churnin’ about how the surprising popularity of the Fallout TV show – 65 million viewers in 16 days! – was causing Xbox execs heads to extend (pardon my Seuss). Even Todd Howard was saying Bethesda wants to “find ways to increase our output, because we don’t want to wait that long either.” Which is funny, considering that it is Bethesda’s own metered cadence which will ensure that Fallout 5 is not released until the 2030s; Elder Scrolls 6 is next in line after the tepid Starfield, with Fallout 5 not coming out until, presumably, the ending of the TV series.

Welp, cue that monkey paw finger-curl:

Microsoft has closed a number of Bethesda studios, including Redfall maker Arkane Austin, Hi-Fi Rush and The Evil Within developer Tango Gameworks, and more in devastating cuts at Bethesda, IGN can confirm.

[…] Arkane Lyon, which is working on Marvel’s Blade, survives the cull, as does Bethesda Game Studios (Fallout, The Elder Scrolls, Starfield), and Machine Games (Indiana Jones and The Great Circle). Doom developer id Software is also unaffected.

A further quote from Matt Booty, head of Xbox Game Studios, says:

Today I’m sharing changes we are making to our Bethesda and ZeniMax teams. These changes are grounded in prioritizing high-impact titles and further investing in Bethesda’s portfolio of blockbuster games and beloved worlds which you have nurtured over many decades.

To double down on these franchises and invest to build new ones requires us to look across the business to identify the opportunities that are best positioned for success. This reprioritization of titles and resources means a few teams will be realigned to others and that some of our colleagues will be leaving us.

Cruel irony abounds, considering a year ago Matt Booty said Microsoft has no plans to shut down Arkane Austin “right now,” after the disastrous Redfall launch. And I guess he was technically accurate. There are fewer charitable interpretations for axing Tango Gameworkers though, considering the effusive praise Hi-Fi Rush received from Microsoft brass – “Hi-Fi RUSH was a break out hit for us and our players in all key measurements and expectations. We couldn’t be happier with what the team at Tango Gameworks delivered with this surprise release.” Certainly seems like they could have been happier after all.

I don’t want to undersell the sad reality of thousands of game devs losing their jobs. That shit sucks.

however. In the specific case of Arkane Austin, I have to wonder if there is the barest glimmer of a silver lining. For one thing, it is worth pointing out that no one at Arkane actually wanted to develop Redfall. It was a studio known for immersive sims, and Redfall wasn’t that. In fact, that same report stated that 70% of the team members who worked on Prey left the company during Redfall development. So, really, Microsoft is kinda putting the zombie studio out of its misery.

Oh, but know what might be an interesting franchise for an immersive sim? Fallout. That is wild-ass speculation on my part, and contradictory besides considering most of the immersive sim devs already left. But. BUT! Can you imagine? Of course, it would probably be best (and poetic besides) for Obsidian to take up the mantle of Fallout again, especially considering both studios are under the same (reaving) Microsoft umbrella. Unfortunately, Obsidian is releasing Avowed this year and they are also working on The Outer Worlds 2 for some reason. Seriously though, was anyone asking for that?

Alas, we will have to see how things shake out. Just… goddamn, could someone give me more Fallout?

7 Days to More Money

In a completely unexpected turn of events, 7 Days to Die is actually coming out of Early Access. Soon!

The Fun Pimps are happy to announce 7 Days is leaving Early Access! With the launch of the next update, we’re moving officially to 1.0 for 7 Days to Die.

TFP Co-Founder Richard Huenink details the move in this Video. He’ll talk about our decision to leave early access, the tentative launch dates for PC and Console Alpha 22 (Now 1.0), the roadmap of planned future updates and features ahead for all platforms, and the games new pricing. 

I say “completely unexpected” because, well, it is. The game has indeed been in Early Access for 12 years already, with Alpha 22 (now “1.0”) slated to come out in a few months. However, the Early Access period has been so long due to the dev team having no project manager – each major release has radically redesigned the scope of the game, changing progression mechanics, and otherwise putzed around art assets without actually making forward progress on systems or endgame.

But now they are, so… why aren’t I happy? Take a gander at the roadmap:

I don’t think you really even need to know anything about the base game to intuit that the stuff in the 2025 columns would, in fact, be a more appropriate 1.0 experience. In particular, Bandits have been promised for literal ages, and are still nowhere to be found. Do I believe we will get a UI/Main Menu Overhaul? Yes I do. Will there also be Bandits? Not falling for it this time, Lucy.

What is really going on with this 1.0 release is the increase in base pricing.

Q: Why increase the cost?
A: 
We feel as though the quality standard of the game has gone up significantly from when the initial price was set over 8 years ago along with over a decade of content and improvements. We’ve looked at how others have handled leaving early access, and this is a common practice. We in particular want the price of the PC version to have parity with the Console version. We do not wish to force any current users to spend more money to play the game they’ve always supported. However, new users should see the value the game offers reflected in the cost, and we hope that continued support might fund future endeavors in expanding the 7 Days to Die game even further – DLCs, Expansions, and continued free updates (including everything listed in the Road Map)!

Look, my intent is not necessarily to paint The Fun Pimps as capitalistic assholes. I bought the game 7 (!) years ago for $10, and even now you can still purchase it this week for $5.99 ahead of the $44.99 (!!) price increase. In those years, I have played for over 327 hours. And regardless of any price increases, my copy will be upgraded for free, I’ll get all the updates for free, and so on.

It’s just that this “release” is clearly a business decision first.

This is especially true in terms of the console re-release. The history is that the game was released on consoles back in 2017 but had been stuck in Alpha 15 ever since then because porting company went bankrupt. We’re in Alpha 21 on PC, for reference. The Fun Pimps reacquired the rights a few years ago, but financially it never made sense for them to hire out another porting team. Until now.

Q: What about the old Console version?
A: Due to the significant technical differences between old and current console hardware,  we will not be upgrading the legacy version. Legacy owners will have to buy the new title.  However, we are working closely with Sony and Microsoft to provide a discount to digital legacy owners on their purchase of the new console edition. 

We made the decision early on to focus on a ‘new’ version of the game that is unified with our PC version, and our efforts to update the game post-launch will be entirely focused on that version.

Again, good on them for trying to get console fans a discount, assuming such a thing materializes. It also makes sense that you may have to cut your losses and start fresh with a new version given all the difficulties up to this point.

I just… I dunno. It’s complicated. As I mentioned last year, each Alpha has included a seemingly pointless overhaul of the progression system, although each iteration has taken it further and further away from zombie MineCraft and more towards something generic. Once upon a time, you would come across a small town and break into houses to scavenge for supplies and hope a big wandering mob of zombies didn’t stroll in after you. Now, 100% of the Points of Interest are mini-dungeons with traps, blocked corridors, zombies popping into existence when you cross thresholds, and a loot chest at the end. Which is cute the first time you come across the PoI, but later you just stack wooden frames and hack your way through the roof to get the loot chest and skip the mini-dungeon part.

Heeeeeere’s Johnny’s loot.

Assuming you aren’t just spam-completing quests from the Traders, since that is actually the best way to get gear; crafting shit with resources you gather is sooooo 2017. Oh, and base-building? Yawn. Despite the fact the entire game is premised on a wave of zombies attacking you every 7 days, the devs have decided that the zombies are omniscient structural engineers who know both the shortest distance to your brains and which specific wall cubes in the way have the least amount of HP. Which, of course, means “traditional” structures like bunkers or buildings with a bunch of traps surrounding it are pointless. Instead, you need to construct Ninja Warrior obstacle courses for zombies to tight-rope walk towards you single-file for anything you build to have meaning.

Or just sit on top of a roof for a couple of weeks before moving to a different building. Whichever.

Yeah, didn’t feel like crafting or scavenging for loot anyway.

In fairness, all of this nonsense was introduced in patches, and it’s entirely possible to remove it in the same way. Given the consistency in which the devs have moved backwards though, I don’t have much faith in them spontaneously understanding why their game was popular to begin with and to stop undermining it. So while the business decisions they are making with 1.0 are rational and the last-chance deals magnanimous, I still don’t like it.

About the only bright side to all this is that, perhaps, having a firmer foundational codebase will encourage more modders to fix all the bullshit. Darkness Falls is already a transformational mod that improves the game in about every way, and I know of others (Undead Legacy). That last Q4 2025 slide does says “Steam Workshop Support” so that may be the golden ticket. We’ll just have to see.

Hurry Up and Wait: April Edition

Once again, I was already looking stuff up, so why not just share it?

April 23rd – Bellwright [Early Access]

This one is seems to be billed as an open-world Kingdom Come: Deliverance, but it also has some Medieval Dynasty vibes. Hard to say whether it will be worth anyone’s time yet. I originally thought it was going to be a survival-crafting game, but the store page makes it very clear that there is a sort of linear plot going on heading towards a rebellion against the Crown. If they can channel the general feel of Kingdom Come: Deliverance without some of the design jank, this could be good. We shall see.

April 26th – Manor Lords [Early Access]

Banished meets Total War in this medieval city-building tactical battler. Supposedly. All I know is that the game looks gorgeous, like an insane level of detail, and the city-building aspects are the most organic-looking I have ever seen in this space. Also, important detail: Game Pass Day 1.

May 8th – V Rising [1.0]

I snagged a copy of V Rising on sale before its recent pre-1.0 price increase, so I’m looking forward to… I guess playing it a month from now? That’s kind of fucked up, now that I think about it. Why increase the price like a full month before release? Anyway, it seems a combination of survival-crafting + Action RPG and I’ve heard some good things, so I hope it’s worth the wait.

May 14th – Diablo 4 [Season 4]

Diablo 4 landed on Game Pass a few weeks ago, but I didn’t dive in due to other priorities (read: farming virtual crops). Then, when I was actually starting to get ready to play, I hear about a “transformational” update coming in May. This is the summary from the IGN interview with the devs:

When Diablo 3 got its pre-Reaper of Souls expansion patch dubbed ‘loot 2.0’ in 2014, it was credited with turning Blizzard’s action role-playing game around. Critics and players called loot 2.0 a big improvement on Diablo 3, with changes that sparked renewed interest from a community that had dropped off following the base game’s 2012 release. Now, 10 years later, Blizzard is aiming to repeat the trick with Diablo 4 Season 4.

I mean, I guess that’s a good thing. Eventually. Although it’s a bit odd how they keep leading with “loot 1.0” when they know loot 2.0 is better. Rod Fergusson mentions it’s more due to “overshooting the mark” in a quest for depth and complexity in the looting system. Which I am unqualified to talk much about, considering I haven’t played the game. But it all kinda sorta maybe sounds like Quality of Life shit that was sorted out a decade ago already, and probably should have been in the game from the start. I could be wrong.

May 16th – Ghost of Tsushima [PC]

The once PlayStation exclusive is finally making its way to PC. And while I am liable to wait for ages more before it drops to a “reasonable” price, I am excited that it is coming to PC at all. If I did ever buy a PlayStation 5, this would have been one of the games I would have bought it for.

Farm-Sim Annoyances

Although I am continuing to play Stardew Valley, this experience is reminding me of design annoyances frustratingly common to the genre at large. Non-exhaustive list:

Challenge/Interesting Decisions are Front-Loaded

When you first begin any farm-sim, you have a mountain of dilemmas to resolve. Which seeds do you buy first? Do you focus on fast-growing crops to maintain cash flow or do you invest in long-term payoffs? Should you spend time clearing the farm, foraging for extra crops, mining for ore, or fishing? Do you spend your first wave of cash on building a Chicken Coop or buying more seeds? Do you focus on trying to complete the Community Center (or equivalent) in Year 1, or save that for later?

As time passes however, an inflection point is reached and things only ever get easier. Early investments in more passive income streams (Beekeeping, Animal Husbandry, etc) and Sprinklers free up all your time to do… nothing much. I mean, you could spend more time foraging/fishing/mining, but those activities were typically required to get you to this point in the first place, so they themselves may not be relevant anymore. While there may be endgame goals that require substantial amounts of cash, its achievement ends up largely a function of pressing the Sleep button over and over.

Robust (but Pointless) Cooking System Locked Behind Midgame+

It boggles my mind how consistently farm-sim games lock Cooking behind expensive home upgrades. Then comes the double-whammy of most recipes being a net-loss of income compared to just selling the ingredients – nevermind the opportunity cost of the home upgrade itself! Even worse, by the time you unlock the ability to cook, have the proper ingredients, and learned the recipes, the buffs (if they even have any) and Energy gained by consuming a cooked meal are largely irrelevant due to farm automation and/or character progression. In the Summer, I would frequently leave my farm with 50% Energy or less from watering crops. By Fall, I would leave with 100% Energy and have nothing to do to meaningfully “spend” it even outside the farm.

My assumption is that these game designers are afraid that making Cooking profitable will turn the farm-sim into basically a cooking-sim. Or perhaps Cooking itself is only intended to be another “Community Center”-esque achievement grind and/or money-sink. Nevertheless, it always just feels bad to be generating hundreds of crops and just throwing them in a bin because there is no reason to, you know, combine resources together.

Intentionally Limited Inventory Space

Managing inventory space is a key activity in several genres, but none feel so much like a punishment than in farm-sims. The primary problem is that you are typically restricted to a small amount backpack space and then given a dozen or more different crops that can have 3-4+ different quality outputs on top of tools, forage items, etc. There might be an argument that this leads to “interesting decisions” in whether to trash one item over another, but considering that this issue often appears even when on the farm, all it amounts to is an incredible annoyance of running back and forth.

Non-Trivial Amount of Trivial Combat

One of my deep-rooted disappointments in the genre is usually how little care is given to the combat side of the game. Now, yes, this is a farm-sim and not an Action RPG. And yet almost all of them feature monsters you must defeat in the Mines while you dig for ore. Presumably this aspect is included to make digging for ore more stimulating, but you know what would be even more stimulating? Supporting what ends up being 40% or more of the gameplay with some character progression.

Maybe getting random gear drops with different stats and abilities would feel a bit out of place in something like Stardew Valley – running around in plate armor isn’t quite the vibe it’s going for. Then again, there are a bunch of different weapons with stats, including weapon speed, crit chance, crit power, defense, rings with powers, and so on. Sophisticated gear systems aren’t necessary in every farm-sim, but if you are going to ask the player to engage in combat for 30+ hours, please make it a bit more meaningful than pressing left-click with the same weapon the entire time.

Tool Upgrade Timeout

The amount of necessary planning that goes into tool upgrades is quite absurd. Like, I’m never excited about upgrading my Watering Can or Axe. Instead, I’m meticulously scanning the calendar and weather report to gauge when I can safely forgo the tool for two days. And, inevitably, the next morning I realize that I needed some extra Hardwood or dig a patch of ground or whatever, and then become sad.

“No big deal. Upgrade the Watering Can the day before rain, go mine while your axe is in the shop, etc.”

Yeah, I get it. But… why have the mechanic in the first place? The verisimilitude of upgrading is too important to compromise, despite the fact that you can otherwise craft complex machinery instantly next to a wood chest? Perhaps it is to engender a sense of anticipation for how much more of the world the upgrade will unlock? I can see that… for the first upgrade tier. After that, the Watering Can becomes useless as you craft Sprinklers all over your farm, and the minute energy-per-swing savings from Axe/Pick upgrades is moot as your increased energy maximum (and ability to actually cook food) makes time-in-day the limiting factor.


I had some more annoyances written out, but I realized that many of them have become mercifully moot over the past few years. Sun Haven, in particular, slaughtered a lot of the sacred cows like only being able to Save the game when the day is over. The My Time at [X] games features a more robust combat system with more incremental gear drops. And so on. I remember reading a few days ago about another farm-sim game (whose name escapes me now) that would allow you to borrow a basic replacement tool while yours is being upgraded in the shop. Brilliant, if true!

There is a case to be made that the player friction created by some of these design decisions are integral to the fun. For example, if you could cook your first wave of crops into tasty Energy food, the entire “Energy economy” is liable to go away. Which it already does in the midgame due to Sprinklers and unlocking the Kitchen, mind you – nevermind how Sun Haven gets by just fine with no Energy bar (!!!) at all. Or how limited inventory space means you have to be more thoughtful about forays into town and/or the mines and develop a system of organizing the 37 different chests on your farm.

If this sort of friction is indeed integral, what does that imply when it all goes away in the midgame?

It could be the case that I’m playing these farm-sims more like survival/automation games than intended. If you just want to relax and farm shit with your bros and hoe, none of this really matters. “Oops, forgot to grow any Melons for the Community Center gift, maybe next year then.” I can’t imagine playing that way myself, but I have heard the same things said about my predilection towards optimization. In any case, I do hope that as the genre continues to evolve (or just iterate) one version will release that maintains the same density of interesting decisions from beginning to end.

Or maybe I should just go farm in Valheim instead.

Stardew Valley Revisited

For the past few days, I have been playing Stardew Valley again.

The reasoning was due to a recent 1.6 update, plus hearing good things about the “Stardew Valley Expanded” mod (which was recently updated to be compatible), which I never saw when I was playing back in 2018. Also, despite spending 50 hours playing the first time, I never actually made it all the way through a full year, dropping the game during Winter.

Well… they’re right. You can’t go home again.

When Stardew Valley first released, it was a pivotable indie phenomenon almost right away. It obviously did not invent the farming/RPG life-sim – Stardew Valley itself being an homage to Harvest Moon – but the genre itself saw a renewal and resurgence of interest due to its surprising success. Slay the Spire did the same thing with roguelike deckbuilders; not the first, but certainly a wild success that created space in which alternatives to flourish.

But that is precisely my problem with Stardew Valley: alternatives exist. Dare I say… better ones too. Or, perhaps, some amalgamation thereof.

In the years since 2018, I have played My Time at Portia, Sun Haven, Coral Island, and My Time at Sandrock. The first thing I noticed coming back to Stardew? All the Quality of Life “regressions.” For one thing, you have zero control over the length of the day. For another, in a shocking throwback, the game only saves when you sleep. That has always been dumb design with zero redeeming features, and is especially banal considering the mobile version of Stardew does allow you to quicksave. Other games have also realized that a map showing location of NPCs and important buildings is kind of important. That one can be remedied with mods, but it just makes you wonder why. As in, why play Stardew Valley instead of one of these other games?

And that really is the rub, ain’t it? Why play this over that?

I don’t have a good answer at the moment. Many of Stardew’s NPC stories/events have been lauded as being more realistic and/or nuanced than the genre average, but it’s hard to tell if that is even accurate. Sun Haven and the My Time at [X] series certainly have deeper combat and character skills. Coral Island definitely wins the graphics award, along with some very attractive character art. All of them have fishing, farming, Community Center-esque activities, and so on. I don’t particularly have any nostalgia for Stardew either. So… why this one?

For the moment, I will continue to investigate. I’m at that pivotal optimization stage where there are some interesting decisions going on – do I spend money upgrading my pickaxe, saving for a barn, upgrading the house, etc – but I already see an “endgame” of sorts taking shape. Like, I’ll be done with most of the Community bundles by the end of this first year, I already have a horse, and I just hit the bottom of the mines. From here, there doesn’t seem to be a whole lot of new stuff to look forward to other than more passive ways of getting money, to buy something or other. Then again, I never actually got to any endgame the first time around, so perhaps there is more to be seen (and was added in the past 6 years). Plus, you know, there’s probably something expanded in the Expanded mod.

We shall see.

Veni, Vidi, Vici… Vitavi

Fresh off their supermassive success with Baldu’s Gate 3, Larian Studios confirms… they out:

I told you at the beginning that we were a company of big ideas. We are not a company that’s made to create DLCs [or] expansions. We tried that actually, a few times, and it failed every single time. It’s not our thing. Life is too short, our ambitions are very large. And so, like Gustav [the codename for BG3, taken from Swen’s dog who recently passed away], Baldur’s Gate will always have a warm spot in our hearts. We’ll forever be proud of it, but we’re not going to continue in it.

We’re not going to make new expansions, which everybody is expecting us to do. We’re not going to make Baldur’s Gate 4, which everybody is expecting us to do. We’re going to move on. We’re going to move away from D&D, and we’re going to start making a new thing. I’m saying it here because I have a forum and [we’re getting] bombarded by people that expect us to do these things, but that’s not for us. It’s going to be up to Wizards of the Coast, because it’s their IP, to find somebody to take over the torch. We think we did our job and so, for us, it’s time to get a new puppy.

It’s an amazingly ballsy move to just, you know, move on from something like Balder’s Gate 3. At least, until you realize that Hasbro pocketed $90 million of those BG3 dollars for licensing reasons. Why continue that arrangement when you could just, you know, put the same work into Divinity: Original Sin 3 and keep all the money in-house? Mystery solved.

Or… is it?

“I’m always the one where it starts with the initial idea and then I give it to the team and they start iterating it and they turn it into something much better. During BG3 I pitched to them what the next game would be…If I see they’re excited, I’ll say, ‘Okay let’s do that.’ If they’re not, it’s back to the drawing board. So they were very excited about a couple of the things we were planning on doing. Then the pivot to start doing BG3 DLC was expected because it’s what you do…We didn’t have any antagonism against BG4 or DLC, but the heart wasn’t there. It was more routine work than actually being excited. Now we have the excitement back in the room and that’s a big important thing.”

Vincke says the next game won’t be Divinity: Original Sin 3, and that it will be “different than what you think it is” but that it’s “still familiar.” Elsewhere, Vincke said that the new project will “dwarf” the scope of Baldur’s Gate 3, which would be quite impressive given the scope of that game.

Well then.

Good on them. In this age of cynicism, enshitification, and corporate greed, Larian’s stance of actually caring about their team is wildly refreshing to see outside the indie space. Not many companies would be willing to leave giant piles of money on the table. Then again, perhaps it is precisely the passion of new projects that Larian understands will lead them to find other tables with fresher piles of money.

Set the World on Fire

So, there’s a new Fallout TV trailer and it’s… fire.

The original trailer was pretty good, but this one is taking my hype to an entirely new level. Irreverent, ultraviolent, post-apocalyptic, tragic, it’s hitting all the tones that make the series one of my favorites.

Amusingly, some people on Reddit are critically examining the trailer for lore inconsistencies. Example:

There are some great “Acktually” moments in the comments though. Yes, if the bombs dropped on 9:47am on the East Coast, it’d be before 7am on the West. However, the whole war lasted “two hours” so it isn’t impossible for LA to be nuked 20+ minutes after DC. Besides, there are lore inconsistencies in the games themselves such as the clocks in Fallout: New Vegas being stopped at 9:47 despite also being in a different timezone (Obsidian likely just lazy with reusing assets), or why people were at drive-in movie theaters so early in the morning, children in school on a Saturday, and so on.

Regardless, these sort of “criticisms” are encouraging precisely because they are so trivial. If you have to go full Neil deGrasse Tyson to complain about something, everything else you’re doing must be pretty good. Compare that with, say, Amazon’s Lord of the Rings show or the Borderlands trailer. Or don’t, in the latter case, it’s awful. Granted, Fallout isn’t out yet, but still! Really looking forward to this one.