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Cake day: March 8th, 2024

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  • No, he’s not conflating the thing he’s talking about with the thing he isn’t talking about because of his job title. That’s absurd.

    Never mind that I’m increasingly realizing people don’t understand what his job title actually means, you’re arguing that he shouldn’t talk about an unrelated subject because you’re pissed off at something else you understood to be related to an attribute he has, not to a thing he said. That’s a bonkers argument.

    I genuinely hate this train of thought, where people pick sides on anything and everything and get tribal about it regardless of how trivial it may be. The fact that it’s about something relatively mundane makes it more depressing, actually. That’s not to say you shouldn’t have issues with monetization or with AAA games or whatever, but it’s not sports or even politics, those issues are unrelated to the specific people working on it and they aren’t an existential struggle. Having those issues doesn’t mean you should join whoever is being hostile or insulting to people related to Ubisoft online.

    Oh, and for the record, it totally happened on Star Wars. Even if the game didn’t exist it was in the process of happening on Star Wars as a thing everywhere. But also, it happened on Star Wars Outlaws specifically.

    I’d also make a case that Outlaws didn’t do worse than expected because it had battle passes or MTX. Lots of moving parts on that one, but that’s a bigger conversation meant for a place where people aren’t having a hostility catharsis thing. We’re probably not in the collective mood for a nuanced analysis of the commercial performance of franchise creative products here.



  • It depends on what the money guy is saying and doing. I have no need to rag on people because of their job title if they’re not messing it up. Valve has had economists working on monetization for them, you don’t see audiences publicly stating that they’re sure that guy is an asshole because they work on monetization.

    And no, it’s not an unfortunate job title. This may come as a shock to people, but you DO need money to make videogames. And however you’re going to monetize yoru game, you need someone looking at that. You may not like how they’ve monetized AssCreed or Outlaws or The Crew or whatever, but they also have The Division and XDefiant and Rainbow Six Siege and Brawlhalla. I would be shocked if they didn’t have a monetization design department.

    Look, Ubisoft is struggling, particularly on the expensive AAA stuff that is their traditional bread and butter. I would say they are very late to the party at breaking free from their framework mindset where games are largely built on a bit of a template. They need a new approach to coming up with game concepts, if only for PR’s sake. But please, please, stop feeding the anti-woke mob’s bad faith nonsense and stop trying to find indivduals to try to pin structural anger about certain corners of game development. We can -should- be better than that as a community.

    Also, good for them for reversing course on the The Crew server stuff and for doing PoP The Lost Crown, that game is awesome and underrated. Would love to see them diversify into more mid-size stuff like that, because they nail it suprisingly often when they do.


  • Right.

    Except “the money guy” isn’t the monetization designer, which is what it seems this one guy has been his entire career. “The money guy” has some nondescript title, like “head of sales”, or is just the CFO of the company. Or isn’t even part of the company and just sits in a board with a bunch of other people and periodically shouts at the CEO to make more money.

    Bet Chassard was super glad when he got promoted from being a game economy designer in a bunch of mobile games and got a fancy “monetization director” title instead. Irony is a bitch, because you KNOW he wouldn’t be getting half the crap he’s getting if he still had a job with “designer” in the name.

    For the record, economy designers, monetization designers and, presumably, monetization directors, whatever the difference may be, have as much of a chance at being nice guys who care about their jobs and are attuned to their audiences as anybody else. I don’t know this guy, and I don’t know if he’s any of those things, but what he wrote doesn’t suggest that he’s not. If people dogpiling think they’re delivering karmic justice or disproving his point, they’re almost certainly doing neither.


  • I would be a lot more willing to agree with you if “nobody” hadn’t been driving a massive harassment and hate campagin complaining about “DEI”. I mean, it pops up explicitly right in the comments of the piece linked here. “Nobody” has been busy.

    I can’t believe we haven’t learned anything since “it’s about ethics in games journalism”. “It’s about monetization in AAA games” now, apparently.

    FWIW, I don’t know this guy, but I don’t believe for a second that he would love it if his competitors failed. People have a wild, distorted idea of how AAA game development works and how people making it (leadership included) look at these things. The guy went online to say he’s frustrated at seeing industry insiders siding with an online hatred campaign and people are all dogpiling because hey, his title sounds like the thing I don’t like, so the assholes being assholes online must be justified this time.

    Look, much as the heavily online audience likes to pretend otherwise, most people making these games are perfectly nice, care about what they do and even have some degree of attunement to their audiences. Corporate dynamics are more than capable of producing dysfunctional results without an evil mastermind pulling the strings.

    Also FWIW, I mostly agree with him. If you’re in the games industry get the hell off of LinkedIn comments at all (as Chassard just learned the hard way), but especially don’t be on LinkedIn cheering for colleagues doing badly. That’s just rude and unprofessional. You are allowed to keep your opinions offline and should exercise that right when it comes to commenting on your colleagues’ livelihoods.



  • “You want us to litigate things that happened four years ago when we’re talking about the future."

    See, this would ring a lot more true if the issue wasn’t being literally litigated right now and going forward. As in, somebody just got sent to jail. Court documents about Trump’s outstanding criminal trial just got released.

    Yeah, people want you to litigate stuff that happened four years ago. And then for those responsible, Trump included, to go to jail for… you know, all the crimes. “I want to talk about the future” doesn’t play quite as well when the judge is asking you about those.


  • Is that good, though? I don’t want realistic and challenging AI opponents, at least not most of the time. It works for a 1v1 fighting game, but you don’t want every enemy in Diablo being a smart, human-like entity capable of min/maxing their build and acting with real self preservation. You want them to act as a pincushion so you can test if your build is doing good damage and to watch them pop like so much bubble wrap.

    So yeah, for 1v1 fighting games I want a human, but that’s not an intrinsically better solution than a “dumb” AI. It’s the opposite of that in most games, I’d say.


  • There are remarkably few MBAs acting as creative directors, but it’s true that the place where the motivations framework thing is most popular is triple A games as a service stuff. Honestly, it’s mostly used as a way for creatives just doing game designery things to explain how the game designery things align with the marketingy things and the businessy things. That’s part of why I don’t love it, it doesn’t really do much, it’s mostly a translation layer.


  • Yeeeah, the motivations stuff for game design is very popular right now with devs big and small. It kinda rubs me the wrong way, although it’s hard to articulate exactly why.

    I think it sits at an intersection of still wanting to look at players as behavioral data, but at the same time being sorta generic and too broad to inform much of anything specific. Still, that’s not to say you can’t do good work using it.





  • Yeah, I am using one of those, mostly because I already had it in the place I moved to and I don’t see the need to buy an electric one. It really causes me no anxiety at all to use it in terms of security. It’s safe and reliable.

    But also, if you’re not used to them and you don’t know what to buy and how to use them, I see the appeal of a programmable electric thing where you push a button, it stays to a set temp and pressure and it’ll automatically vent and tell you to take things out. I had one of those precisely because it was small and fit my kitchen setup, and I used it constantly with no issues.