It seems like every other week a game studio is massively laying off employees; sometimes after years of development. What I’m reading is that it’s a quick way to lower expenses and pad the investors’ pockets, flooding the market with developers and reducing their value, to then hire them back a few months later at lower salaries.

So, what’s holding back gamedevs from banding together to either unionize or start their own companies with better conditions that the purely money-driven studios? Why aren’t they trying to be better? Nobody willing to invest in them? Does starting a company together mean they will now be the bosses who have to answer to the investors, ensure returns, and fire employees? Is the world just an entire shit-cake?

  • millie@beehaw.org
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    5 months ago

    Tryin’! I gotta put out a tabletop RPG first. Smaller market, plus I need to finish the rule set to use it in my games!

      • millie@beehaw.org
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        5 months ago

        The tabletop system is intended to be modular, with subsystems that can easily be added, removed, or tuned for different genres. The initial playtest I did was in a zombie survival setting, currently we’re doing a campaign that’s got a bit more of a Shadowrunny type feel, mixing technological dystopia and magic. The idea is to put out a core book in those settings as well as a fantasy setting and a space opera setting, so people can mix and match subsystems and do whatever they like with it.

        I applied programming concepts to the design of the mechanics themselves in a way that I hope makes them more intuitive and tries to maintain a steady flow of tension and release without a bunch of pausing to check stuff once you know the system.

        I don’t want to give too much of the details away, but I do plan to release a system resource document along with the actual books. And it’ll be released under an anti-corporate license, so other small creators can make modules for it, but big companies will have to shell out if they want to play ball.

        Once that’s ready to go I have a couple of video games planned using the same system. One of them ties heavily into themes of abuse and autonomy, the other is about time travel. I have some of the early stages of the art and some shaders and stuff done for these, and have set up a few mechanics, but they’re still kind of on the back burner. I’ve been teaching myself music theory and composition so the soundtrack doesn’t become an afterthought, and I feel like there’s still something conceptual I’m missing at the core of the visual design. I’ll get there, though.

        • ivanafterall@kbin.social
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          5 months ago

          That sounds cool. Are you using any particular tools to organize your ideas/systems? That was one of the reasons I was curious–turning ideas into something real seems daunting.