Games

Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.
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Video games, tabletop, or otherwise. Posts not related to games will be deleted.
This community is focused on games, of all kinds. Any news item or discussion should be related to gaming in some way.
2. No bigotry or harassment, be civil
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We are here to talk and discuss about one of our passions, not fight or be exposed to hate. Posts or responses that are hateful will be deleted to keep the atmosphere good. If repeatedly violated, not only will the comment be deleted but a ban will be handed out as well. We judge each case individually.
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Try to keep it to 10% self-promotion / 90% other stuff in your post history.
This is to prevent people from posting for the sole purpose of promoting their own website or social media account.
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This community is mostly for discussion and news. Remember to search for the thing you're submitting before posting to see if it's already been posted.
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view the rest of the comments
Not pay and even if pirate don't promote these games
If you're endorsing piracy as a political stance in any way, I don't see it gaining traction. People need to be paid for their work; especially those who built a product for you that's meant to last and can't be taken away from you. I don't know how you convey that in a three- or four-word slogan, but I don't think this one does it.
The dogged insistence that piracy of a corporate product impacts the pay of it's employees neglects how the wage system works.
The dogged ignorance of gamers as to the financial reality of game devs neglects the fact that launch profitability bonuses are the only thing that lifts many of them out of a minimum wage bracket.
Living in some fantasy land where never paying artists for their work magically results in them being compensated is pointless.
If you want to pirate, go ahead. I have. I don't pretend it's the "moral" thing to do.
In a corporate setting, wages pay the artists prior to the games' release. And the artists don't see additional revenue after it's release.
The wages only appear if the thing they produce creates profits for the corporation. If they continually produce something that doesn't sell, they won't have a job anymore. And I'll raise you another part of this equation. If you pirated Assassin's Creed: Shadows because you hate Ubisoft or whatever, that game will take somewhere between 35 and 65 hours for most people to finish, according to How Long to Beat. That's 35 to 65 hours that you weren't spending in some other game, perhaps a game that respects your values enough that you'd part with your money to play. Maybe that's Kingdom Come: Deliverance II or The Alters or Knights in Tight Spaces; whatever your preferences are, there's some other game that also didn't get your money because you were playing that pirated game instead, and I picked those three examples because they're recent and run a range of different developer/publisher models while still being DRM-free.
What are you talking about? Game devs are constantly being laid off even after the product they create, creates profits for the corp.
That's a different story entirely. That's poor allocation of resources on large projects, when certain disciplines needed at the end of a project don't necessarily have work to do at the beginning of another. The money that hired those people in the first place still came from selling the company's previous video games.
Eh, there are enough news reports of record profit game sales followed by massive layoffs to say otherwise. The poor allocation of resources you're talking about? Bonuses to upper management :/
I will 100% pay full price for an indie-published game, or for a game published by an honorable corp. If that company is fucking over its development team, layed off the development team after a successful launch, or is doing some unscrupulous shit, the black flag is raised.
If further projects by that big corp aren't funded, oh no! That's the point. Starve the bastards enough that they change their ways or give up the game.
That doesn't dispute what I said in the slightest.
This you?
Yes, those are not conflicting pieces of information. The poor allocation of resources is not having a Project B ready for people to move to when their job on Project A is done.
Would you take a job that requires years to complete and forego wages until it retails?
Nobody actually works like that.
No, they typically don't. That's more what startups do. In the corporate world, the schedules are amortized, but the money has to come from somewhere.
You’re right. It often comes from the previous game but if that game doesn’t do well then the chances of there being another are greatly reduced.
That's entirely untrue. Plenty of people get paid to make games that flop.
Not for more than one or two games in a row.
Blizzard has been churning out flops for over a decade
What? They haven't been flopping either critically or commercially. Even Overwatch 2 and Diablo Immortal, with vocal dissatisfaction from players, still made tons of money.
Microsoft reported an initial $570 million operating loss from the acquisition in one quarter alone, citing acquisition-related expenses and costs associated with restructuring.
Meanwhile, Blizzard experienced a decline of up to 63 million Monthly Active Users (MAUs) across various titles, suffering when releases like Call of Duty failed to meet aggressive sales expectations.
They're certainly still generating revenue but the studio hasn't been profitable in some time.
You are mixing units and data at this point. Acquisitions cost money. Blizzard and Call of Duty come in the same purchase. Call of Duty had a bad release this past year. And none of those things are a measure of how profitable Blizzard games are.
And that drives up costs, which cuts into profit.
Did the developers get paid for their labor?
Revenue - Cost = Profit
This is Business 101.
But plenty of businesses operate at a loss, when they can generate surplus cash through investment. You don't need to generate profit to pay wages. In some cases (the AI companies being a great modern example) you can pay incredibly generous salaries while running enormous losses.
Not forever. The profits need to outweigh the losses, and the rest comes down to averages. That's how all of this works.
If you're waiting forever to collect your paycheck, you've already been rooked.
Are you willfully misunderstanding at this point? Those wages come from averages and projections based on past results of how much money previous games make. If they continually don't make money, their jobs disappear, because the work they're doing no longer justifies how much it costs to pay them to do it.
Again, I'm going to point you to the AI industry, which has never posted a profit but which still pays some of the highest salaries in the industry.
You're also fully neglecting the concept of the Loss Leader which exists to onboard people to a system despite losing money on a given product.
Not even discussing the hobbyist developers (originating whole genres of gameplay purely out of personal passions), the notion that games will go away or that studios must be profitable isn't reflective of how games are developed in reality.
None of those things can happen indefinitely. Loss leaders make up their profits on the back end; the classic example in this industry is selling a console at a loss while selling software at higher margins.
AI is still in the investment phase. By anyone's account, this is a bubble about to burst, investing in something that doesn't generate enough money to justify the investment. It won't do that forever. I'd be surprised if it continues without a major correction in a few years. No one can predict how or when it will happen, but we've seen so many bubbles throughout history. They all need sustainable profit eventually, or they become a disaster. Gaming already had its own bubble in the wake of the pandemic, and that's where these layoffs are coming from.
And yet there are free indie games out there that are generally better than the corp funded crap. Creators will create, no matter what happens.
You'll find far fewer of them creating when they need to spend more of their time at a job that will allow them to feed their families. And I don't think the games I've found for free (actually free, not given away for free once as a promo) have tended to be better than the paid ones.
I've put more hours into Infiniminer, Minetest/Luanti, Industry, Dopewars, dnd, dopewars, and various Twine/Frotz games than any corporate games. When I do want an FPS (rare), I look at Doom sourceports and maybe Cube/Sauerbraten.
And there's the real time-murderer: Nethack.
Having a personal taste and preference that lets you enjoy free indie and/or old DOS games is great for your wallet, saying these games are "generally better" than paid-for games funded by corporations is wild to me.
To each their own, but I'd say none of those compare to Baldur's Gate 3, Elden Ring, and Skullgirls.
Well if single player game needs to connect to publisher sever to play then you don't buy this game and piracy is just preservation. I'm not endorsing piracy, but not condemning it.
I agree with the first sentence, but that's what I feel this slogan does a poor job of reinforcing.
I would argue in some ways piracy is a progressive form of demonstration against a systematic problem, and in this case the bigger studies that milk users and take advantage of those doing the work.
So telling people not to advocate with their form of protest is a bit unfair, it takes all tactics to get change. Its a bit like telling someone not to go out and march because you don't like that approach. People should get paid, but fairly. and consumers shouldn't be fleeced....So my sympathy for the studios involved is little theres been plenty of time to talk...they didnt listen, infact they stuck two fingers up.
It's a convenient form of protest that just happens to get you stuff for free.
I'm not better than pirates, I am one at times. I don't pretend like I'm doing something moral. I, like everyone else, do it so I can enjoy the content while saving the money for other things.
I have no qualms paying for products. I try make the right choices but bit by bit it becomes impossible as the tech around us becomes more authoritative, more greedy, more invasive, more enshitified, less fair.
Streaming is a great example. Nearly all of them don’t treat staff well, they use profits to lobby or abuse their positions. I am happy to pay for content. I am not happy to pay to perpetuate bad behavior. Hence I’d like have an offline collection…but if I simply can’t buy it…then it becomes a service problem.
Then they need to quit fucking over their paying customers
Plenty of them aren't. Pay them.
I seriously don't know how you're this off mark about all of this. No one has said to pirate games from companies that doesn't do what the thread is about. It's literally only about either pirating or not playing the specific games from the companies who shut down games.
You're on the verge of being like that Pirate Software dude who is against the SKG movement because he's so fucking dumb that he doesn't understand the extremely obvious and clearly communicated points.
Piracy of shitty AAA games sends a simple message: “These games aren’t shitty! They’re STUPENDOUS!!! But they just need to work a liiiitle harder on DRM systems to lock thieves out of it.”
Besides, I know very few pirates that draw a firm line between AAA/indie pirating. Many will shift excuses at will to play what they want.
My reaction is simple: Don’t play bad games. Piracy has no entry point to that equation.