[HN Gopher] PS5 shooter goes from 5 players to bestseller after ...
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       PS5 shooter goes from 5 players to bestseller after devs defend
       game
        
       Author : driftsumi-e
       Score  : 64 points
       Date   : 2025-06-05 03:41 UTC (3 days ago)
        
 (HTM) web link (www.polygon.com)
 (TXT) w3m dump (www.polygon.com)
        
       | mindcrash wrote:
       | Maybe this is me sounding really cringe, but the world needs more
       | people like this.
       | 
       | Now more than ever.
        
         | 12_throw_away wrote:
         | TBH, I think the problem is not a lack of people like this, but
         | that there's no oxygen for them anymore. Tech/gaming journalism
         | is on life support (at best). All the remaining platforms are
         | huge and corporate. Big tech is laying everyone off ... The
         | current ecosystem doesn't really reward passion and competence
         | anymore.
        
           | lupusreal wrote:
           | Traditional gaming journalism as once existed with magazines
           | and later websites modeled after those magazines is wholly
           | obsolete. For game discovery, reviews, and game tricks and
           | tips, it has been replaced by independent youtubers and
           | streamers. We're all much better off for this too, the new
           | system gives much wider and deeper coverage to much more
           | obscure games than the magazines ever could or would. Just as
           | one example, Master Hellish creates an absolute ton of
           | OpenTTD tutorials and showcase videos. The most the old games
           | journalism industry would ever make for a game like that is
           | one or two articles highlighting it as an obscure novelty,
           | but never going I'm depth with the game mechanics.
        
             | lyu07282 wrote:
             | Or Mortismal Gaming who only covers CRPGs with more depth
             | and passion than any legacy gaming journo.
        
       | RyanHamilton wrote:
       | I love their honest answer. Very retro.
        
       | kgwxd wrote:
       | Literally every indie game dev says exactly the same thing. It
       | had nothing to do with "honesty", just luck again.
        
         | NotGMan wrote:
         | Unfortunately this is the truth.
        
         | mikeymz wrote:
         | As original as the hacker news cynic
        
         | munchler wrote:
         | Yes, but luck is what happens when preparation meets
         | opportunity.
        
         | pryelluw wrote:
         | Says the spermatozoon that beat the others to the egg.
        
       | CorpOverreach wrote:
       | I wish more games would prioritize couch co-op modes over online
       | play. Games that are focused on online only play basically have
       | an expiration date from the day that they launch. Some may live
       | longer, some may be dead on arrival.
       | 
       | But, make a good game that's playable by friends together at any
       | time on a rainy day? If the game is good, it never dies.
        
         | jayd16 wrote:
         | I think the cloud providers should figure out some kind of
         | service for perpetual matchmaking/hosting of private servers.
         | Devs are not always going to open source things but if you
         | could fit your game server in some kind of package for Amazon
         | to host then you can skirt that issue.
         | 
         | In theory, enthusiasts could pay to keep the lights on even
         | after the developer went out of business.
        
           | Gamemaster1379 wrote:
           | Honestly Valve had it right with offering dedicated server
           | packages. I respect any studio that does the same, like
           | TripWire and Killing Floor.
           | 
           | I run my own private server for a live service game that shut
           | down in just 1 year. We got lucky because they seemingly
           | bundled the server code into the client. But the game was
           | never meant to allow for that...
        
           | int0x29 wrote:
           | This isn't a technical problem. It's a legal and corporate
           | political one. Copyright and patent issues are no more likely
           | to go away with Amazon. Also Amazon's gaming division may
           | make them a potential competitor.
           | 
           | I also doubt that such a could service would be immune to
           | corperate restructuring by the like of Amazon. We need gaming
           | companies to be more comfortable providing server binaries if
           | we want anything that lasts.
        
           | numpad0 wrote:
           | I would have totally agreed, but it looks like Steam offers
           | free matchmaking backend and P2P proxies. Why isn't this
           | widely known???
        
             | Jach wrote:
             | I would hope it actually is more known among developers.
             | Even big titles like Tekken 7 used it. Insistence on
             | crossplay with consoles causes a stumbling block, but
             | still, that's not most games.
             | 
             | https://partner.steamgames.com/doc/sdk/api/example provides
             | a good example, too. Steam has all sorts of extra
             | functionality to justify their 30% cut on sales, they're
             | not just taking it while doing nothing.
        
           | chatmasta wrote:
           | The reason for the "de facto expiration date" is that
           | eventually not enough people will want to play the game for
           | matchmaking to be consistently available.
        
         | valryon wrote:
         | We did a couch coop game (CTHULOOT) and the number 1 refund
         | reason we have is that it doesn't have online. (It doesn't
         | because we lacked budget) So I'd say players now really expect
         | online over local.
        
           | janalsncm wrote:
           | What you have described is survivorship bias. What matters is
           | whether the refund request rate is higher than other games.
           | 
           | The people who enjoyed your game because it has couch coop
           | (and therefore don't request a refund) aren't represented in
           | that refund request stat.
        
       | shayway wrote:
       | This is not a criticism of the developers at all, and certainly
       | not their sentiments. I am behind those 100%. But.
       | 
       | There are so many fantastic games made with just as much heart
       | out there that don't have a tweet go viral and revitalize the
       | playerbase. Developers that aren't able to support their families
       | by doing what they love. While it's always nice to see game
       | development pay off, the real lesson here isn't honesty or
       | values; it's good marketing and good luck.
        
         | ninetyninenine wrote:
         | Luck is a huge factor for many forms of success. It is also the
         | least attributed factor.
         | 
         | Partly because it's the least controllable factor.
        
       | hnburnsy wrote:
       | This speaks to the power of social media.
        
       | wewewedxfgdf wrote:
       | There's a motto in our house:
       | 
       | "Gaming is complaining" or "When you're gaming, you're
       | complaining."
        
       | huhtenberg wrote:
       | I picked up a copy of Hypercharge back in 2020 after spotting it
       | on one of the gaming subs.
       | 
       | While it is _technically_ a shooter, it turned out to be a 3D
       | tower defense game - you place your turrets, shields and whatnots
       | to protect against waves of enemies and then run around managing
       | the defence and occasionally shooting at the baddies. It 's not
       | PvP. This was a bit of letdown because I was really hoping for a
       | remake of an old Unreal Tournament mod when all players were inch
       | tall and were running around a house, hiding in cupboards,
       | closets, climbing curtains, etc. That was crazy fun. Anyone else
       | remember it?
        
         | martythemaniak wrote:
         | I don't remember that one, but I loved de_rats (same idea) so
         | much I stopped playing CS when it fell out of favour.
        
         | crawancon wrote:
         | ut2004 had the make something unreal contest which really
         | kicked maps and mods up a notch.
         | 
         | i think even ut99 had some of those "we're small" maps like
         | Simpsons house, etc.
         | 
         | but yeah, kitchens, bedrooms, bathrooms, all seemingly covered.
        
         | pathartl wrote:
         | Most FPS's of the era had that sort of map. Return to Castle
         | Wolfenstein had Kung Fu Grip, which I played many, many hours
         | of. The map was built by a clan member and we used to have map
         | test nights.
        
         | seanalltogether wrote:
         | Shogo had a mod called Squishie where one player was normal
         | size and on a team by themselves, and all the other players
         | were tiny and on the other team. It was the most fun I've ever
         | had at a LAN party in those early 00's. I'm surprised no one
         | ever picked this up and turned it into a real game.
         | 
         | https://www.moddb.com/mods/squishie
        
       | lupusreal wrote:
       | Article calls it a third person game but from the gameplay
       | footage I see online it's clearly first person. Have games
       | journalists already been replaced with LLMs? Or maybe they should
       | be.
       | 
       | In any case, I'm glad the devs found some success.
        
         | SloopJon wrote:
         | The video on Steam shows both first- and third-person
         | perspectives. Speaking of LLMs, Gemini says: "Hypercharge:
         | Unboxed is both a first-person and third-person shooter. You
         | can switch between perspectives based on your preference."
        
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       (page generated 2025-06-08 23:00 UTC)