#Multiplayer game development company
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glownightgames · 2 years ago
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Grow your Gaming Business with Stunning multiplayer games. Build your own multiplayer game at an affordable price with the best multiplayer game development company. Get in touch with us now to get an amazing multiplayer game.
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ranvwoop · 1 year ago
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like not being able to do things because of migraines sucks to be honest :( I would love nothing more than to play all video games with my friends forever however every video game wants to take a pestle to my brain. sorry guys I want to play but I would need to spend the next twenty four hours laying horizontally in a dark room
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shoparug01 · 5 months ago
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A Comprehensive Guide to Unity 3D Game Development for Beginners
 Look no further! In this comprehensive guide, we will walk you through the basics of Unity 3D game development, starting from scratch. By the end of this article, you will have a solid understanding of the fundamentals and be ready to start creating your own games.
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rao001 · 5 months ago
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Top Trends in Metaverse Game Development for 2024
In the fast-evolving world of technology, the concept of the metaverse has been gaining traction in recent years. With the rise of virtual and augmented reality, the metaverse has become a hot topic in the gaming industry. As we look ahead to 2024, it is essential for game development companies like Abhiwan Technology to stay ahead of the curve and keep up with the latest trends in metaverse game development.
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tech002 · 8 months ago
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AR/VR companies in India
In this article, we will delve into the world of augmented and virtual reality technology in India, highlighting the leading companies making waves in this rapidly evolving industry.
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kayliebeanie · 7 months ago
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Project Dragon was a game that was in development for 3 years only to be canceled weeks from its announcement and its entire art and development team laid off. The game (which would have been called 'Everhaven' upon release) was intended to be a multiplayer sandbox rpg taking inspiration from both Minecraft and The Legend of Zelda, with an art style similar to that of the Spyro Reignited Trilogy, which some of the team members also worked on along with Crash Bandicoot 4.
According to character design/illustrator Nicholas Kole "Our cancelled project of the last 3 years is officially, truly dead as of today (internal attempts to save it failed), and the embargo on the whole body of portfolio work has been lifted". This means that the only way the game has a chance of resuming development is by raising awareness and spreading the word of it's development. More info from Nicholas Kole and #BringBackProjectDragon Even if you're not interested in the game itself, you can find the concept art, animations, 3D models, music and all other completed pieces of work for the game being shared by the team at either of these links, and I think are worth checking out. Some mounts and NPCs
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4 of the 5 playable starter races (5th being human of course)
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Edit: the decision to cancel the game was made by Forte, a blockchain company that acquired Phoenix Labs last year, who later decided to cancel all other projects so that the studio could focus on Dauntless and Fae Farm, Phoenix Labs' other already established games, rather than take the risk with this new IP.
I advise against sending any sort of hate towards Forte or Phoenix Labs and instead recommend continuing to share love for Everhaven and what it could have been until they realize their mistake.
Also thanks for 10k notes.
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unitygamedevlopment · 9 months ago
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Real Money Game
Welcome to the exciting world of Blackjack, where the thrill of the casino comes to life in the palm of your hand. As a leading game development company specializing in real money gaming experiences, we're proud to introduce our latest creation: an immersive and authentic Blackjack game that brings all the excitement of the casino floor to players around the world.
With our state-of-the-art technology and cutting-edge design, we've created a Blackjack game that sets the standard for excellence in real money gaming. From the stunning graphics and lifelike animations to the seamless gameplay and intuitive controls, every aspect of our Blackjack game is designed to provide players with an unforgettable gaming experience.
At its core, our Blackjack game offers all the excitement and strategy of the classic card game, with the added thrill of playing for real money. Players can choose from a variety of game modes and betting options, from low-stakes tables for casual players to high-stakes rooms for seasoned pros. With customizable settings and features, our Blackjack game caters to players of all skill levels and preferences.
But what sets our Blackjack game apart is our commitment to fairness, security, and responsible gaming. Our game is built on a robust platform that ensures fair and random outcomes for every hand, so players can trust that they're getting a truly authentic casino experience. And with industry-leading security measures in place, players can enjoy peace of mind knowing that their personal and financial information is always protected.
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In addition to providing an exceptional gaming experience, our Blackjack game also offers players the opportunity to win real cash prizes. With every hand dealt, players have the chance to test their skills and strategy against the dealer and come out on top with big winnings. Whether you're a casual player looking for some fun or a serious gambler aiming to hit the jackpot, our Blackjack game offers something for everyone to enjoy.
As a Real Money Game Development Company, we're dedicated to pushing the boundaries of innovation and excellence in gaming. With our Blackjack game, we've raised the bar for what players can expect from online casino games, delivering a thrilling and immersive experience that's second to none.
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creatiosoftsolution · 11 months ago
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sadagios · 16 days ago
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Icarus, and the Sunflower
A Desert Duo/Scarian AU about an avid player meeting his favorite, comfort character in a death loop video game.
I can’t write a fic, nor have time to draw comics like i used to, so we are doing bullet points on a tumblr post
PART ONE: BEFORE THE ALPHA TEST
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2.1k words below the cut
SOME BEGINNING NOTES: - This AU is only character shipping, and references a lot outside the life series events (evo, hermitcraft, empires, etc). This is not meant to ship the CC’s themselves and if anything alludes to it, it is purely unintentional. - This is not canon-compliant ermmmm i do what i want and i will put every idea i have into this - Tags for this part? Game dev AU, Grian is whipped for Scar, some characters are real and some are fictional, this is only the prologue, absolutely not beta'd i only have one impulsive braincell
A. Gria
Gria is a single man in his late 20s; he works at a game company called E.V.O. Games (Entertainment Virtual for Everyone). He was an architecture graduate who dabbled in game dev in his spare time during his undergraduate studies. Although he didn’t pursue that path, he utilized his skills in level design. He used to work in several indie game companies, one of which was a company founded with friends, before he was hired by E.V.O. Games. He was excellent at his job, and his ideas and inputs always improved whatever project he worked on. Because of this, after a few years, he was promoted to creative director.
His latest project was “The Evolutionists’ Portal,” a 3D pixel-style puzzle game in which the player has to navigate the world to find portals hidden in each level, and these portals progress the game. With each portal traveled into, the world becomes bigger and more complicated, making each portal harder to find. However, with multiplayer, this task is easier through working together (and doing fun shenanigans together).
It had a buggy release, especially for multiplayer, but it built a decent player fanbase; the story itself was short and simple, but it was replayable thanks to its multiplayer mode.
For visualization, it’s 3D with a top-down perspective like “Pokemon Diamond/Pear/Platinum” but has gameplay similar to “Stardew Valley”
Gria and his team get along well, and he is quite close to some of them:
Martyn: an audio engineer. This is the first game he’s worked on since he was first hired in the company.
“Big B”: a VFX artist. He and Gria joined the company around the same time and bonded over stressful deadlines and annoying seniors when they started out.
Jimmy: the project manager. Although Gria takes a lot of joy in teasing him, he is hardworking and great at keeping everyone in check with the calendar. Out of everyone, he is the one Gria is closest with. He also works on another game by the company called “Empires.” 
Pearl: an environment artist. She joined the company a bit later in the development. It is her first time dealing with pixel graphics but she did it incredibly well. She also works on “Empires” with Jimmy.
“Empires” is a free-to-play fantasy open-world action gacha RPG. It is the biggest game of the company and their title game. 
For visualization, it’s just “Genshin Impact” and “Honkai: Star Rail”.
Recently, there was a buzz around that their game, “Empires”, will have a collaboration event with another big name. Gria was too busy and overworked to take notice of this, though. 
The fruits of his labor later came as game nominations for “Best Multiplayer” and “Best Audio Design.” Gria was happy their work was acknowledged by players worldwide, even if they didn’t win.
B. Hermitopia
After so long, Gria finally took a week off. It was foreign to have no obligations for even a day. He doesn’t use this time to travel; instead, he sits at home and lurks on the internet to keep up with gaming news and updates. He uses the username “Xelqua” with a red macaw as his profile picture.
He stumbled upon a “Redstone tutorial” post by the user ”Potatonutshell”. Curious and intrigued by how such a complicated contraption is possible in a game (and bored out of his mind), he asked this user what game it was for. Potatonutshell briefly, and over-excitedly, DM’d Gria with a huge wall of text about this game called “Hermitopia 6.”
In the beginning days of his break, Gria spent time messaging this Potatonutshell fella, named “Mumbo.” Mumbo named himself after a character named “Mumbo Jumbo”, who is one of the most skilled “redstoners” in the game. He related heavily with the character and took a lot of interest in the redstone circuitry game feature as he is a programmer in real life. Gria thought the game was interesting, but not enough to install a 36 GB game for $39.99. He changed his mind when Mumbo told him more about the game, especially its base-building mechanic.
“Hermitopia 6: Hermit Civil War” is an open-world fantasy action RPG known for its base-building core mechanic. It is the sixth game in the franchise, and each game starts in a brand-new world. The player and the lovable NPCs are called hermits, a band of humans, fae, hybrids, and other species who live together on an island and work together to live a sustainable life amidst the hostile creatures that roam the world. 
For visualization, it’s like “Skyrim” with “Baldur’s Gate 3” graphics and dialogue UI.
Gria planned to try it for a few hours, only humoring his new internet friend, until he met this beautiful NPC named “Scar Goodtimes” — a human-vex hybrid with scars all over his “handsome face and carved body”, as Gria would personally describe him. He was also a builder who lived near Gria’s very odd underwater base. Throughout the remaining days of his break, and his weekends after that, Gria played Hermitopia 6 religiously.
Scar calls him “GRIAN”, which was a typo error — Gria pressed enter early in the name selection screen and he didn’t realize it until Scar first mentioned his name 3 hours into the game. He can’t be bothered to fix it, though (and he's grown fond of it.)
Gria continued to play the game in his free time, slowly falling in love with the game as he kept on playing. He also kept talking to Mumbo, who he fanboyed about the game with. He found out that Mumbo lived close by too, so they hung out frequently and bonded over the game.
Gria: I genuinely thought you had a big mustache, y’know, like Mumbo Jumbo. Mumbo: I do too! It’s... it's there! [he shows his very faint mustache] It's there! Gria: sure.
Xelqua started off as a lurker, to an active Hermitopia fan account. He was interested in the base-building aspect of the game and shared his designs online.
Hermitopia is not a dating simulator. There is no romance mechanic in the game. Anyway, Gria installed (and tweaked) a romance mod because no one can stop him from flirting with his fictional vex boyfriend.
Mumbo: Grian, if I hadn't met you personally, I would've pictured you as a crazy Scar fanatic. Gria: Wha— How— I’m not crazy. Mumbo: You downloaded a romance mod just to flirt with Scar and commissioned an artist to draw a scene from it, and now you have it framed on your bedroom wall. So, Grian, I think that’s crazy behavior. Gria: … I do what I want, Mumbo!
Gria's love for the game and Scar grew more as another hermitopia game was released (Hermitopia 7). Then, he, as Xelqua, became a notorious name because of a supposedly harmless poll about the sexiest character in the game. He was known as the insane Scar fan.
He's got every Scar merch, though there isn't much Hermitopia merch released in general. However, if someone posts about a new Scar fan merch, a certain username might appear in their notifications, like a hound trailing a scent. Haters and trolls are also dragged to hell and back because, if they aren't regretful after being berated by this insane man, they will not be able to surf through the web in peace as long as Xelqua holds a grudge. 
As insane as this Xelqua person is, Scar had become a popular character within the fandom, compared to his old status as an underrated sweetheart without much attention or fanfare thanks to Xelqua constantly (for years without missing a day) talking about him. Xelqua also organized or helped some Scar fan events and constantly supported merch creators with hermitopia merch (especially if it involved Scar.)
User Xelqua, about Scar: He is my little sunshine, my precious sunflower. He might’ve killed some men, but he was hot while doing it.
C. The Collaboration Event
Back to Game dev stuff, Gria isn’t open about his current obsession with his coworkers. When the collaboration event with the “Empires” games was finally announced, two representatives from the other company came to visit. “Skizzleman” has been a writer for Hermitopia since the 3rd game. A character from Empires, Gemini, will become a new character in the next Hermitopia game, and there will be a DLC that will add a new small map with many biomes and new materials. In Empires, Hermitopia characters will be featured in a limited-run gacha banner and a limited-time story event. 
Now a Hermitopia fan, Gria tried to interview Skizzleman about the game (while making it not obvious how obsessed he is with it). Skizzleman was the one who wrote the lore for “Impulse” as well as most of his dialogue throughout the games.
Another representative for Hermitopia, the lead designer Joel, came to visit for the collab event. He is a fanatic of Empires and a diehard “Shadow Lady” fan, which is why he is so excited to work with E.V.O. Games for the collab.
Accompaniment art for this here: link
Gria was never into gacha games, but with a mix of Pearl and Jimmy convincing him to try the game they worked on (not to mention the fact that it is free-to-play), and showing him an initial sketch of what some hermitopia characters will look like in the game (this isn’t allowed, but Jimmy and Pearl found the thought of their serious coworker playing a gacha game amusing), he finally caved. Little did they know, showing a topless concept art of Scar is more than enough to reel him in.
When the collab update was finally released, Gria grinded Empires just to get Scar. He practically paid his own salary back to his company just to get Scar to max level and his additional skins. (He loved his new “HotGuy” skin the most)
With the release of “Hermitopia 8: Moon Collision” and the introduction of co-op multiplayer mode, Gria invited Pearl to play with him with the excuse that they're only going to see how Gemini looks in the game. Gria successfully got Pearl hooked on the game.
D. The Watchers Studio
Before Gria properly applied to a game company, he developed small-scale games with his high school friends. They called themselves “The Watchers.” He met them in a small art club and they bonded over their favorite games. Gria’s favorite game growing up was an old zombie game with a title he can no longer remember.
One of their unfinished games was “The Life Game.” It was a battle-royal death game where the players had to gather resources and have limited lives.
Two of their old friend group recently reached out to Gria to catch up. They said they wanted to work on “The Life Game” again and wanted to ask Gria if he wanted to join again. Of course, Gria already had a job himself, so he declined. However, he hung out with the two and checked in with their progress, nostalgia hitting him as they relived their old game ideas.
The two invited Gria to do an alpha test and asked him to invite any friends who might find it fun. Gria invited Jimmy, Pearl, Martyn, and Big B, as well as Skizzleman and Joel who he’s been acquainted with. He also sent an invite to Mumbo, who was unfortunately busy with his job at the moment. 
To Gria’s surprise, the two had turned their game into a VR game. All seven of them played in a medium-sized studio, and although the game was fun, it was nausea-inducing, especially for Joel. They all lost to the Computer-AI characters, which concluded their Alpha Test.
After the meetup, the two lent them their CD copy of the game with the VR Headset they used (which was suspiciously generous of them).
Skizzleman liked the game a lot and asked if they could do it again sometime, which Gria relayed to his two old friends. Pearl shared the same sentiment but is too caught up with work which makes her unable to join their next session.
The gang kept discussing the game they played and its potential to become a hit with a little more polish. This made Gria feel proud of his old team and his past self, reminding him of the time he was passionate about making games despite his lack of experience. 
With limited coding knowledge and a little help from Mumbo, he made a server to host “The Life Game” online instead of LAN. He sent copies to Mumbo and Pearl in case they’d join later. According to the two, the game had more improvements to it since the last time they played it, which was months ago.
Gria had a small voice in his head telling him this was a bad idea— well, he did get a bit sick in the last session, but everyone had fun. So, he ignored the warning bells and hit “Join World.”
This marks the End of PART ONE: BEFORE THE ALPHA TEST Next Chapter > PART TWO: UNFIXABLE ERROR
ENDING NOTES: I've been brainrotting and hyperfixating on the idea for a while now, and I don't know how to let it all out so I'm going to try out this format. Hopefully I could add more to this! Thank you if you've read this far into the post. :) Made a spotify playlist too in case anyone is interested (I'm still working on this though)
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oengines · 2 years ago
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Want to Make Fantasy Poker Game App?🤔 
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Developing a Fantasy Poker game is a challenging task, and our experienced developers love dealing with challenges.👍
Needless to say, the more passionate the developers are, the better the game will turn out.🎮
We create advanced and more innovative gaming apps for our modern and intelligent users. 🙂
Connect with us to develop your next advanced gaming app👇
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glownightgames · 2 years ago
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Multiplayer games along with more advanced features and futuristic functionalities are profitable for your gaming business, Create your own multiplayer game like free fire. Get an amazing user experience by creating multiplayer games with us: https://glownightgames.com/
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dezertvideogames · 10 months ago
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The Subnautica of other fears
Subnautica is a game infamous for it's almost all ocean planet, underwater worldbuilding, and deep sea gameplay. It's also the bane of all thalassaphobia peeps.
So here's the subnautica of other phobias
Claustrophobia Fear of Tight/Cramped Spaces - The Forest Series : After a plane crash leaves you stranded in a strange forests, something increasingly becomes... wrong. The caves around don't help.
Scopophobia Fear of being watched or the center of attention - Brighter Day : A weirdcore horror game where something is definitely watching you and definitely following you.
Entomophobia/Arachnophobia - Grounded : You play a group of kids who are stuck in a "honey I shrunk the kids" incident. They are forced to venture across their yard, and survive the various common insects around.
Megalophobia Fear of very very very big things - The Utility Room : An experience. More of an experience then a game and fever dreamish, worth it, and mysterious all the way. It's almost as if the universe accidentally left one strange dev room behind.
Nyctophobia Fear of darkness - Amnesia: The Bunker (from the Amnesia series) : It's a first-person survival horror. You play a French man trapped in a bunker during WW1, while being hunted by something inside its darkness.
Autophobia Fear of being/feeling alone - Firewatch : You work in a national park in order to watch out for fires. Traveling across the Wyoming wilderness takes a complicated turn.
Hemophobia Fear of blood or bleeding - Iron Lung : What awaits you in the deep of a strange moon. Trapped in a submarine you have no choice but to find out.
Amaxophobia Fear of car accidents or being run over - Decimate Drive : After freeing yourself from a kidnapping, the world you wake up to is full of hostile cars.
Final Boss Games:
Lethal Company
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Fun with friends :D
Genre: Indie Comedy Horror
Takes place on alien planets in outerspace
It's multiplayer, and very fun, but as soon as it hits the fan the sound design works hard to immerse you in the sudden loneliness. The games sound design is one the major players of Lethal Company's fear. As soon as a friend walks away the proximity chat teaches you just how separated you now are.
Before you know it you have had something unfriendly following behind you, and finally finding the silhouette of a friend in the dark you are betrayed by the creatures of the Lethal Company universe.
Fear of Darkness
Fear of Loneliness
Fear of Being Watched
Fear of Outerspace
The Metro Series
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Genre: Survival Horror Shooter
You play the beautiful and amazing Artyom Chynornyj in the post-apocalyptic world of Metro. Developed by Ukrainians and based off the Russian book series + Polish fanon writing community.
The world of Metro is unfair and unforgiving, full of mutated creatures, and the leftover souls that the destruction of humanity left in it's wake. Crawl across the underground of Russian cities, or panic across the even more dangerous world of the destroyed above.
Fear of Darkness
Fear of Wild Animals
Fear of Deep Water
Fear of Ghost/The Supernatural
Fear of Insects/Spider
Fear of Heights
Fear of Dead Bodies
Fear of the Cold
No Man's Sky
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The scariest game I've ever played. I don't know why, but this game freaks me out. I know the picture I chose was harmless, but I did that on purpose.
This game is beautiful, but don't let that fool ya. This world will leave you no hesitation lost in the unpredictable randomly generated horrors of space. From planet that are all water, to colossus creatures you see for only a split second, to the infinite colorless expanse of space.
Megalphobes and astrophobes, this is your subnautica
Fear of Outerspace
Fear of Darkness
Fear of Cramped Spaces
Fear of the Unknown
Fear of Very Very Very Big Things
Fear of Deep Water
Fear of Loneliness
Fear of Caves
Fear of the Supernatural
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rao001 · 5 months ago
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The Future of Gaming: Insights from a Leading VR Development Company in Delhi
As the demand for VR games continues to rise, game development companies are racing to stay ahead of the curve by harnessing the latest technologies and innovations. One such company leading the charge is Abhiwan Technology, a premier VR development company based in Delhi.
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bunabi · 1 month ago
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Thank you for saying that people have a right to mourn Veilguard. I've seen a lot of vitriol directed at those who were disappointed with the game. That we're entitled, media illiterate, or blinded by nostalgia. And while I definitely think some go overboard with their criticism, I think the people who don't want to admit the game has massive flaws are actually doing a lot more harm.
We all know how terribly EA has treated their employees. That's why so many people have left, not because they don't care about Dragon Age anymore, but because the working conditions were (apparently) unbearable. And like you said, even the devs are mourning what the game could have been! That's why I think it's a good thing that there's been a lot of public criticism of the game. This behavior by EA (and other studios too!) should not be rewarded.
To be real? I don't think EA is the boogeyman its made out to be.
Not to take a bullet for Aussie Daddy Andrew Wilson but everything I've heard (professors, peers, Bioware itself in a handful of interviews) confirms that they're actually pretty hands-off. Administrative level orders like company-wide layoffs or approving/denying funding, yeah. Creative decisions during development and overall studio management maybe not as much.
This user is an EA Partner etc etc full disclosure but I think the truth is honestly complicated. Not saying all publishers are precious and blameless and can do no wrong, but I think there's more to it. We'll learn more about what exactly happened eventually, I'm sure. Kinda dreading it. 😭
Me personally I think they were struggling to get Joplin greenlit. Especially since early concepts don't mention any multiplayer plans (dunno how successful DAI's was but it was a neat selling point and made a little extra money I'm sure). By late 2015 DA4 was still unconfirmed, even if they started brainstorming ideas as early as Trespasser, even after their Game of The Year win with Inquisition. And in early 2016 they showed what looked like a pitch doc with a rook and wolf icon on it. So maybe instead of letting DA get shelved for god knows how many years someone offered it as a live service to sweeten the deal and get the go-ahead. My thoughts, I just paint, I'm bald, etc.
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bokujou-monogatari · 7 days ago
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So, the Marvelous CEO stepped down.
Let's talk about that!
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❕This post contains speculative discussion covering: Marvelous Entertainment, Rune Factory, Story of Seasons, and touches on other IPs in the Marvelous folio. Also some fiscal discussion! It might be boring 😅...❕
Following the money
For those unaware, Marvelous isn't doing so well fiscally. In response to a (consistently) poor earnings report from 2024, the current Marvelous CEO Sato Suminobu announced his retirement from the position to elevate Shinichi Terui (an executive director) in his place.
The reasoning for the poor fiscal reporting was cited as "too few core IP releases and low sales".
What does that mean for the future? Well, while this decision focuses on 2024's performance, let's first take a bit to recap the first-time releases from 2019 to now:
January 18, 2019: Travis Strikes Again: No More Heroes
June 3, 2019: Dead or School
June 9, 2019: Senran Kagura: Peach Ball
July 18, 2019: WACCA
September 13, 2019: Daemon x Machina
October 17, 2019: Story of Seasons: Friends of Mineral Town
February 6, 2020: Granblue Fantasy: Versus
February 25, 2020: Rune Factory 4 Special
August 25, 2020: Kandagawa Jet Girls
November 5, 2020: Shadowverse: Champion's Battle
November 10, 2020: Sakuna: Of Rice and Ruin
February 25, 2021: Story of Seasons: Pioneers of Olive Town
May 20, 2021: Rune Factory 5
(Almost a year later!) May 19, 2022: Deadcraft
October 17, 2022: Potionomics
November 2, 2022: Doraemon Story of Seasons: Friends of the Great Kingdom
January 26, 2023: Story of Seasons: A Wonderful Life
March 2, 2023: Rune Factory 3 Special
June 1, 2023: Loop8: Summer of Gods
October 3, 2023: Silent Hope
November 3, 2023: Fashion Dreamer
November 9, 2023: Cuisineer
(Almost a year later, again!) November 1, 2024: Farmagia
Dry Spells
From 2019 to 2024, 23 titles (please correct me if I missed any!) were delivered. 2022 and 2024 were undoubtedly fiscally dry periods, with one-year periods between releases.
Of the released titles in this period, 10 were from more notorious series; and 6 of those were from the company's self-described Flagship IPs (3 from Story of Seasons and Rune Factory respectively)!
Despite Rune Factory and Story of Seasons being flagship IPs, over half of the games (4/6) released 2019-2024 were remakes or remasters of previous titles (Story of Seasons: Friends of Mineral Town, Rune Factory 4 Special, Rune Factory 3 Special, and Story of Seasons: A Wonderful Life), leaving only 2 titles as standalone, new mainline entries in their respective series. Oh, and there was Doraemon too, I guess.
Even with the massive sales seen - with Pioneers of Olive Town being the fastest selling XSEED published title ever and Rune Factory 5 topping 500,000 units sold worldwide after an unprecedented comeback - the games still massively under-performed at launch. The backlash was so strong for Olive Town that the producer (Dai Takemura) was run off his social media platforms and formally apologized for the poor launch. Rune Factory 5 also suffered during the Japanese launch, garnering criticisms from Japanese and North American fans alike amid celebrations of the series' return. This left fans in each space wondering what their favorite series would look like after such rocky starts on the new Nintendo Switch hardware.
The Future, Sprouting
Despite the struggles and setbacks, and nothing to really "make it rain", the flagship series are continuing to grow with 2 new additions to Story of Seasons - a cross-play online multiplayer title, and the next mainline game (purportedly the 30th anniversary entry) - and 2 new Rune Factory games - with entry 6 in development, and Guardians of Azuma releasing in May 2025.
These games are really going to have to do something outstanding to make up for the broken trust of their fans. But with a company struggling with its financials, there's always going to be a tug of war between satisfying fans and generating revenue.
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This is where speculative analysis on my part comes in.
Flexible and Mobile
Current market trends point towards more open-world, cel-shaded style games for mobile (ala Hoyoverse games, Wuthering Waves notably). And the Nintendo Switch is, after all, a glorified touchscreen tablet. It's not lost on fans that there's something going on in the background regarding the games' development, and how eerily alike they are in visuals into some of the bigger, heavy hitting and grossing mobile titles out there.
The style on its own is simplistic, colorful, and warm. It's also very fast to develop and refine - no overly complicated textures or super granular details. The art direction also makes it lighter than other games which have many materials or polygons. It just works.
However, that can point to speculation around development; whether the studio is trying to streamline into shorter times...or is headed in a mobile direction. Let's take a look at some recently released screenshots from Guardians of Azuma.
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There are elements of UI design displayed here that would feel right at home on a device held in one's hands, and not just with controllers in palms! Make no mistake, mobile is not an insult here. In fact, mobile may be just the direction these series need in order to sustain themselves in the current market era. Mobile gaming currently accounts for (roughly) 110 billion USD annually, across the globe! Even indies like Stardew Valley can see sizeable mobile market gains from concurrent releases on app stores.
It also wouldn't be the first time either series appeared on mobile. A company with as long a history and staying power as Marvelous would surely see no small number of players and a steady revenue for Story of Seasons and Rune Factory by tapping back into that market. Perhaps we're due to see things sprout on that platform soon?
(What happened to that in-development Story of Seasons Mobile title, anyway...?)
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felassan · 3 months ago
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Article from Bloomberg by Jason Schreier, under a cut due to length.
"New ‘Dragon Age’ Game Faced Turbulent Development The studio head of EA’s BioWare says ‘Dragon Age: The Veilguard’ received nothing but support from EA throughout its lengthy production cycle EA’s BioWare label hopes to find redemption with the release of Dragon Age: The Veilguard Today we’re getting in-depth on the new Dragon Age game A new age for dragons In late 2020, when Gary McKay took over as studio head of BioWare, the Electronic Arts Inc. subsidiary best known for making big roleplaying games, the climate was dire. BioWare, which is headquartered in Edmonton, Alberta, had released two critically panned games and was facing turbulent development on a new one — while trying to cope with a worldwide pandemic. “We needed to shift how we were thinking about building our games,” McKay told me in a recent interview. BioWare, founded in 1995 and purchased by EA in 2007, had won over millions of fans with hit single-player RPG franchises such as Dragon Age and Mass Effect. But a 2017 entry called Mass Effect: Andromeda was widely panned, and the studio’s next game, the 2019 multiplayer shooter Anthem, flopped both critically and commercially. Both games had also gone through brutal development cycles that drove many BioWare veterans to exit the studio. At the end of 2020, studio boss Casey Hudson was planning to step down and called McKay to ask if he would take over. “We had a few conversations over the course of the next month around the people and the culture,” McKay said. BioWare’s next big project would be a new game in the popular fantasy Dragon Age franchise. But the game, which had been in development for years, was facing turmoil and had been rebooted from a single-player game into a live-service game with a heavy multiplayer component, which EA had been pushing across many of its subsidiaries in the late 2010s. Hudson, too, was interested in multiplayer games and had been the lead visionary on Anthem. Some employees jeeringly referred to the next Dragon Age as “Anthem with dragons,” which worried fans after I reported on the game at Kotaku. Enthusiasts of the series wanted another single-player game, not a repeat of BioWare’s biggest mistake. When he took over, McKay began to feel similarly. “We were thinking, ‘Does this make sense, does this play into our strengths, or is this going to be another challenge we have to face?’” McKay said. “No, we need to get back to what we’re really great at.” In the months that followed, McKay met with leadership across BioWare and EA and ultimately decided to reboot the next Dragon Age a second time, pivoting back to single-player."
The choice was obvious in many ways. Anthem had flopped while EA’s Star Wars Jedi: Fallen Order, a single-player action-adventure game, had sold more than 10 million copies, helping prove to the publisher that not all of its games needed to be online. BioWare games were popular because of their focus on character dialogue and player-driven narrative decisions, which did not mesh with multiplayer gaming. “Once we made that decision, a lot of things started to fall into place,” McKay said. In the years that followed, he would go on to consolidate more of the studio’s projects, shutting down an attempt to reboot Anthem and selling off the rights to the online game Star Wars: The Old Republic to a separate studio. The goal, McKay said, was “focus.” BioWare then spent the next three-and-a-half years developing what would become Dragon Age: The Veilguard, the fourth game in the franchise. Out this week, the game has received mostly positive reviews and so far topped charts, although EA has not yet revealed sales numbers. Some things went right during development. McKay said they “had the game end-to-end playable” earlier than any previous BioWare product, allowing them to spend extra time iterating. A reorganization at EA, which split the company into divisions called EA Games and EA Sports, allowed Dragon Age: The Veilguard to receive more support from internal teams that might otherwise be stretched thin, such as research and data insights groups. “That gave us an extra boost in terms of the support and focus from the company,” McKay said. But the development of Dragon Age: The Veilguard still faced plenty of obstacles. The pandemic led BioWare to shift to hiring remotely, which McKay said made for cultural challenges. The game slipped past its original target date, although McKay wouldn’t say how much extra time it needed. “I’m never going to call it a slip,” he said. And it went through significant scope changes over the course of development. Then, last summer, BioWare laid off 50 people, including veterans with decades of experience. McKay told me the reduction, which arrived during a period of widespread layoffs across the video-game industry, “was all about focus at that time.” “When you have a really large team, you’re always compelled to keep everybody busy all the time,” he said. “When you have a smaller team, you have the right people in the right roles at the right time, some incredible momentum is gained at that point.” The stakes are high for the release of Dragon Age: The Veilguard. Fans and pundits have worried that a third failure in a row might have devastating results for BioWare. McKay wouldn’t comment on the specifics of what would make the game a hit in their eyes. But said he has felt supported by EA Entertainment & Technology President Laura Miele. The game is so important to BioWare’s future that the company brought in its second team, which has been incubating a new Mass Effect, to help out during the final stretch of development. The Mass Effect team played a major role in finishing and polishing Dragon Age: The Veilguard. Other companies across EA, such as its Motive studio in Montreal, also supported the game. Now, the company will look to see how players react to the next Dragon Age — and, McKay hopes, “bring BioWare back into the conversation as a top game studio.”
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