• Hundun@beehaw.org
    link
    fedilink
    arrow-up
    18
    ·
    7 months ago

    Y’all just have no idea how complicated the process is. In 2004 it was OK to just “ship a working game”, - in 2023 you have to include all of the software stacks you have partnering contracts with, deploy an entire cloud infrastructure to deliver updates and short purchases, design and launch automated targeted ads campaigns, pay union-busting lawyers, accommodate for all the “fun” senile execs want to put in the game, pay handsome compensation to these senile execs, pay more lawyers to bury workplace toxicity-related incidents. At the end of the day, you have to sustain the company somehow when 95% of your workforce goes on a sick leave after a 3-month-long crunch period. All of that takes money, time and effort. And y’all don’t get a lot of time in-between autumn release windows.

    Hey, we’ve been at it for 20 years, and we have just managed two months of 16-hour workdays without anyone dying, it looks like it might be one of those projects we actually manage to ship - what an important internal milestone!

    PS: I don’t actually work at Ubisoft, I love my life too much - this entire comment is a satire

  • Phen@lemmy.eco.br
    link
    fedilink
    arrow-up
    10
    ·
    7 months ago

    Damn, it’s been 20 years already? In my mind this was still a new game that I would eventually try out since I was familiar with the original.

    • QuentinCallaghan@sopuli.xyz
      link
      fedilink
      arrow-up
      6
      ·
      7 months ago

      I got the Sands of Time on my GameCube somewhere around 2004. One of my favorite games, I have finished it at least 3 times. A really linear experience but brilliantly crafted, a classic.

      • L3ft_F13ld!@links.hackliberty.org
        link
        fedilink
        arrow-up
        3
        ·
        7 months ago

        I never got into Sands of Time, but I finished Warrior Within multiple times on PS2 and also enjoyed The Two Towers. That was an amazing trilogy.