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Cake day: March 18th, 2024

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  • Actual astroturfing often has a paper trail. “Citizens Concerned About the Whatever” publicly listed as funded by companies who directly stand to benefit from Whatever’s opposition. If it was so easy to buy good review scores, why did Microsoft not purchase them for Redfall? Why did Sony not purchase them for that 2D God of War game? Why did AnnaPurna buy them for this game but not the dozens of other games they publish? Why is the Steam user rating for Mixtape also very high if it could only achieve such ratings via bribery? Is the only explanation for Mixtape’s reviews that they were paid off? Or, perhaps, could it be a bunch of people who don’t have to prove that they’ve even played the game leaving 0/10 reviews on Metacritic en masse because they were riled up by Asmongold or some other influencer who traffics in getting their audience mad about “woke”?





  • I played Lawbreakers back then, and it was neither too much like Overwatch nor representative of the arena shooters that came before it; there wasn’t a plethora of characters to choose from like the former, and there wasn’t an even playing field with power weapons to fight for control over like the latter. The thing that baffled me about the game was its objectives design. There’s a capture the flag mode where the flag is a battery, but due to the way you have to charge it first, it renders the entire match pointless except for where the battery is when it reaches 100% charge. There’s a point capture/domination game mode where the capture points stop and start for minutes at a time, and I don’t understand the point of that either.





  • But that’s what I mean by how quickly you can accumulate wealth at a quarter million per year. Of course something could go wrong early in your career, but the average case is far better than that. Could I stop working and live comfortably? For a while. We’d have a lot of runway, far better than a 6-month emergency fund. Given a bit more time and saving into index funds, that can become indefinite, and that’s on our far-lower salaries than Schreier lists.


  • The combined income of my wife and I comes in under one of the figures he gave, and with a 2 BR apartment in NYC, we are very, very comfortable, even after splurging the past few years on a far nicer location for an extra $1k/month in rent. The rest of what you describe is what I would call lifestyle inflation, and I’m not living the life of a pauper because I don’t own a car; if anything, that’s extraordinarily wasteful around here, and it’s something that less than half of this city even bothers to do.


  • What he doesn’t explain that would actually be helpful is why teams are so big.

    Can you not see the difference in money on the screen between Halo 1 and Destiny 2? One person can make Halo’s relatively simple models, complete with nutcracker-esque mouth syncing, much faster than you can make the likes of Destiny’s quest givers with far more complexity to them. So if you want to make more of those kinds of NPCs, you need more people making them. The same goes for any other discipline involved in making a game.

    Like what are all the departments that work on AAA titles, what do they do, how many people on staff relative to other departments, what does a 3D modeler make vs. a gameplay programmer?

    That all comes out in the average cost per employee, which is the same ballpark math the publishers are using to estimate, and he says that in this video.



  • There are for sure tiers of how rich you can be. But when you’re beyond the point of financial stress and can at any time stop working for the rest of your life and not worry about making ends meet, I think most of us would call that rich. If you’re pulling in a quarter million per year, even in an expensive city, the slightest bit of sense with your money allows you to accumulate wealth so quickly that I think you qualify.


  • It’s not that long of a video, and he gets to the answer fairly quickly, then outlines examples using back of the napkin math. (average cost per developer per month) * (months of development) = cost of game. And then it’s the difference between real world numbers for those in 2015 and today. Average salaries have gone up, especially in major cities in the US, as have staff sizes to make AAA games, as has time needed to develop substantially larger games than we typically made in 2015, and that number balloons very quickly.