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Geneforge 5 crafting recipes
Geneforge 5 crafting recipes




geneforge 5 crafting recipes

If 50% of the games being released on Steam are first person shooters, then it would make sense that they make up a large percentage of the sales. I also wonder about this focus on the percent of sales. Some players just want to play and will avoid games that take control away for too long. The same can be said for cinematics and other non-interactive parts of a game. The problem is never the reading, its about forgetting it needs to be a game first. Even MMOs have huge walls of text but there is a TL R showing the important information that the player needs/wants. Having deep lore and text as more optional features of a game allows a best of both worlds and has made for many successful titles. If you make your game impenetrable without walls of text, players will often become disengaged. This is something an indie dev has more flexibility with, especially if its a passion product.Įarlier in the thread it was insinuated that people don't like to read and that will cut sales. The size of a market isn't a reason to avoid a whole genre, but it is certainly worth making a consideration on a cost/benefit. Releasing a game into a market at the wrong time, or into a market with too many choices compared to the player base will certainly lead to poor sales.

geneforge 5 crafting recipes

EA just made a blunder recently by releasing Titanfall 2 right in between Battlefield 1 and COD. Honestly i think this comes down to a question of knowing your target market and understanding how saturated that market is. This of course depends on your target audience, but I don't know anyone who would say that ~20 min dungeon raid followed by ~30 mins of running around trying to sell the loot and reequip for next one is fun. That's why a lot of games do away with it, they're simply not fun for the player. If it's a mix bag, they will just feel like a chore, because in all honesty - they are. If it's coherent, those little things the player will need to do are ok, as they reinforce the realism. If you really want to aim for a reallistic world, that could be understood by real-life logic (and not gamer-logic), you need to make it consistently "real" in all aspects. There are a couple of obvious things that cause it, mostly that reallistic simulations in an RPG would be just as boring as watching paint dry, but one that is often omitted that really makes me twitch is if you're aiming for realism, it's incredibly easy to break the immersion. That's a thin line that can easily explode the scope of systems you'll need to incorporate.Īs others (and other topics) said, Realism != Fun.






Geneforge 5 crafting recipes