If you manage to find it, for sure let me know. It might also be interesting for me to go through the data now that Valhalla is older and see how the figures have matured compared to what you had.
If you manage to find it, for sure let me know. It might also be interesting for me to go through the data now that Valhalla is older and see how the figures have matured compared to what you had.
It’s definitely a case of rose-coloured glasses when it comes to the earlier AC games. In reality the combat was trivially easy (of the ‘press one button to win’ kind), and the stealth was also a brokenly simple system. Like this, taken very early on in AC1:
as if I’ll read any of their responses instead of just looking at my notification number and laughing
Do you know if an article exists that looks into the achievement data across platforms? I wouldn’t mind looking at that data and comparing it against both its own franchises and against other action adventure games.
They’re not suffering on sales, 21-22 was only slightly down from 20-21, which was their best sales year on record. Far Cry and Assassin’s Creed continue to be huge money makers for them and (except for FC6) keep blowing the roof off their franchise profit records.
It’s not a good platform for longer videos. Most of the audience is there for short clips and will skip past anything that looks like it’ll be more than a minute. Lower engagement means creators are less likely to bother publishing longer content there.
I agree with the sentiment, I don’t ever engage with his content either.
I think you’re misremembering. There’s a dislike button that works as always, it’s just the ratio isn’t publicly shown alongside it any more. Creators can still see the ratio in Youtube Studio, and the system still uses it in its algorithm.
It’s not the same, the dislike ratio is one of the factors in reach. It’s just that the calculation is substantially more complex (like correlating watch time to reaction, etc).
NMS is a bad example because it’s a live service game with an incredibly small development team (around 40 as of Oct21 and even fewer in previous years) that ran at a loss for 3 years before it eventually started to profit in ~2020 where there was a resurgence of sales.
If you want to mouth off on a month-old comment, it might help to learn the difference between “equally as illegitimate” and “the same as”. Tilting at your own strawman doesn’t land like you think it does.
I mentioned it in the last article on this, but Hotz only started trying to learn React a year ago and he was terrible at it. Not “new to React” terrible, he was making “new to programming” mistakes. Whatever skillset he has (as opposed to what his cult of personality has talked him up to have), basic real world…
My favourite part is that exact bit of exchange:
You don’t need to show damages for copyright infringement. That’s only a consideration in evaluating the penalty, not the violation.
Neither of us can accurately predict the influences that decentralized ownership will have on the structure of game ecosystems
We’ve had this conversation before. Crypto doesn’t give you any more ownership of game assets than existing systems, all it does is facilitate P2P trading. The ability to trade something isn’t ownership, and it’s not unique to crypto assets even in the digital space. Crypto games still retain control of the game assets…
It’s a nice story, but you seem to be the only person unable to distinguish the difference.
Yes, I do understand you’re trying to paint a false equivalence. If gaming reaches a point where the prevalence of its current function are scams, like it is with crypto, then you might be able to reasonably compare Kotaku’s response to each. But that’s certainly not the case today.
“We didn’t intend to end up here, we intended it to keep going unnoticed”
Considering your undying loyalty to defending crypto here, I don’t think you know what a scam is.