• 0 Posts
  • 32 Comments
Joined 1 year ago
cake
Cake day: July 2nd, 2023

help-circle

  • You’re totally on point. Lemmy has a lot of people stuck in the past. It’s a significant bias.

    The store will garner good sales and the Tekken devs will eat well. This will be enabled by people who see value in their work and happily pay for it.

    It really doesn’t matter what a vocal minority thinks, when the valuable non-vocal minority is out there paying big bucks for Kazuya in a fundoshi.

    In order to reach new heights as a game service, Tekken needs all the money it can get.

    People also seem to forget that Tekken started off in arcades. These arcade releases were far more aggressive in their monetization, especially in Korea and Japan. You would have people paying 5-10$ for a couple of hours. Players would also have to pay for their online player IDs.

    Tekken 7 still had this business model. The game released for arcade in 2015. 2017 for all platforms.

    The game was thoroughly milked before it was more accessible.


  • Very much agreed, though I’m not looking to switch back. Reddit had gradually turned into a homogenous slurry of astroturf and toxic groupthink. Lemmy lacks the critical mass for both of these to become a problem.

    I still find Lemmy a better alternative, because at least I can see opinions that differ from mine. I’ll gladly throwdown and get my opinions challenged rather than feel that I don’t need to contribute to a discussion.














  • I don’t think the game is particularly more difficult in terms of mechanics.

    It just has more enemies that deal more damage per hit.

    However, I’ve hardly got any extra hearts, but the game never 1-hit-kills you. So as long as you eat plenty of food, you’ll always be okay.

    Enemies can be very spongey if you don’t engage in the fusing mechanic. I’ve found crowd control weapons to be the best. Topaz, opal, ruby and all those are great. Combine them for bonus elemental damage. Freeze this biggest baddie and kill the fodder with some generic spear you made.




  • The cynic in me says nothing significant enough changed.

    Not all Unity devs are small. Especially the ones Unity is prominently targeting this for. A good example is Niantic. They made 650 million in revenue last year.

    Unity has a market share of 75% in mobile. Many major mobile titles with hundreds of millions in revenue are Unity. Plus a vast number of big publisher funded “indies”, however the revenue to gain there is chump change in comparison. Ranging anywhere from 0-200k depending on annual sales and number of installs.

    Unreal’s business model is taking 5% of your revenue, which is more than Unity’s new cap of 4%. Which only activates at 1 million in annual revenue.

    One might argue even that small indies are not small if they reach 1 million in annual revenue. While not neglible, it’s still just 40 000 if you managed to get like 200 000 installs.

    Obviously it’s understandable why devs would rally to the barricades. It’s their money to lose. Unity’s value proposition is in how much development time they save. Which is often than not worth a lot more than 40 000 dollars given the amount of time it takes to develop an engine.

    I think Unity also offers a wide array of added value services compared to Unreal in the form of easy-to-implement IAP and ads. Both are the cancer of mobile games, but also the de facto business model on the platform.

    Their initial plan was poorly communicated and shit, but the adjustment is fair.