Make games for their actual audience instead of the audience they wish they had.
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Nintendo choosing not to make Palworld (but Pokemon) until someone else ate their lunch has to be one of the easiest wins a company passed up.
Most of Palworld's popularity was a virality in a specific time window, and also being the first "edgy" Pokemon clone. I doubt it will have near the long-term cultural cache of Pokemon or even Yu-Gi-Oh, but the latter's could be realistically obtainable depending on how the IP is managed over time.
Which I guess is why they've made their own corporate offshoot to manage it, and why SIE are one of its partners.
One thing I always thought about is that console makers should have one standard game engine built for their console.
For example, Sony and all their Studios should be working on one standard game engine, were it's tweaked and updated to perfection.
This engine would be available for 1st and 2nd party studios, as well as exclusive 3rd party games.
Key Features and Functions that would be standard:
- Asset Management: Tools for importing and managing game assets like models, textures, sounds, and animations.
- Level/Scene Editors: Visual tools for creating and editing the game's environments and layouts.
- Scripting and Logic: A programming language or API for implementing game logic and behavior.
- Rendering and Graphics: Handles the process of drawing the game world on the screen, including 2D and 3D rendering.
- Physics and Simulation: Provides tools for simulating physics, such as collisions, movement, and interactions.
- Generative AI: Allows for real-time adaptation of gameplay based on player behavior, dynamic NPC interactions, and the generation of new content like quests, environments, and soundscapes.
This could be possible now considering we're reaching a point where the processing tech is largely homogenizing, as are general programming practices and toolchains for types of asset creation, not to mention file type homogenization too.
There are still some noticeable output differences between various engines of comparable capability (Decima vs. UE5 for example), but most visual uniqueness in games is starting to be largely driven by artistic flavor rather than hardware technical or engine differences. In other words, the artistic vision of the team is more of a bottleneck these days (and then, the team size & afforded budgets) vs. the engine being used.
Tho again, only if the engines are generally in the same tier of capability. A game on UE5 is going to destroy a game on Cocos2D if all variables are the same in terms of artistic ability, team size & budget of the crews involved. But UES vs Decima would be much more of a toss-up.
Vanillaware should port all their stuff to PC.
Do you actually mean PC, or do you only mean Windows & Steam?
Why should Linux, FreeBSD, MacOS, GOG, EGS etc. players be left out? What if someone's still rocking a Matrox, shouldn't they be supported too?
LMFAOOOOOOOOOOOO One of the craziest things I've read since my account got approved, holy shit
Not too crazy when them shoving PC port announcements at other SOPs somehow kept resulting in lower sales for each new port o.0