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Joined 2 years ago
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Cake day: November 22nd, 2023

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  • Show me on the doll where that comment said Larian is an indie developer. Saying that they lack corporate interference does not equal claiming that they’re an indie team.

    There’s this neat thing between indie devs and AAA corporate studios called AA. Big enough to fund larger projects than indie devs while being small enough to usually still be private companies that aren’t beholden to investors and therefore can take larger risks than the AAA devs are allowed, letting them make the games that they would want to play. CD Projekt RED and FromSoft both fit into this category as well, though all 3 companies are getting big enough to potentially start being considered AAA studios.



  • I think he means that the engine, transmission, and frame are the same, not necessarily the body.

    Also, I don’t think you two really disagree with each other, as his first comment was:

    The big one is a work truck and should not be driven as a commuter. It really shouldn’t be allowed on roads where cargo trucks aren’t allowed.

    The horrible sightlines of modern pickups is a different issue, and I was actually going to post that same chart in this thread because I was thinking of it too. I will add that the pickup is about the same size as the tank, though, and has a worse view.



  • I would disagree with this sentiment on a basic game design level. I don’t know about the Zelda games, I didn’t care enough about BotW to play more than a few hours, but designing a large map that incorporates multiple biomes in a believable way is much more difficult than creating a bunch of smaller levels that don’t have to have any relation to each other in the slightest. You can get away with a lot more in terms of map geometry and set pieces when you load into each level individually.

    This is obviously different when you’re talking about Bethesda-style load into every building style environments vs Elden Ring “You see that castle in the distance? You’ll be going in there eventually” design, but the fact that Bethesda makes their interiors separate from the rest of the world is how they cheap out on their games. It’s less hardware intensive and you can cheat a lot more in your design. And on a gameplay level that goes for Ubisoft-style collectathon map objects (and Zelda shrines in this case), but that’s not unique to open-world games - it’s a lazy cop-out that game devs have used forever to pad out their games. Collecting all the secret skulls in Halo is the same thing, but because it’s implemented well and doesn’t drag on forever with no reward like most open-world collectibles, it feels totally different.