A New Chapter for The Fun Pimps and 7 Days to Die

One variant of "service game" might be that they publish officially sanctioned mods in a store like bethesda tried years ago (that would be one possibility to get a selection of mods approved for consoles).
Initialy the Fallout 4 mods were not in the PS store but free on the modpage in the game's start menu. On top of that they added the Creation Club with many game breaking paid items. The 10th aniversary update for PS5 changed it and now all mods go throught the Creation Club store, some paid and some still free. The old system did work, the new not so much.

Major difference between Fallout and this game however is the importance of the publisher behind it: TFP/BI will most likely not get the same leeway from Sony as Bethesda/Zenimax got. On the upside: WC/Snail did get full crossplay and mods on all systems so there is hope for people looking forward to mods on consoles. The flipside is that their modsystem is very greedy (50/50 split) and console space for mods very limited. Personaly I am indifferent if it will happen

But whatever happened or will happen, I'm surprised of the level of patience and copium some long time players have.
Yes, but we can still assume that many console players HAVE seen that roadmap. Add word of mouth and I would assume there is a large junk of console players who expect bandits. And if there is a ■■■■storm, that publicity will make even more aware of it.
You can assume for sure. The mother of all F-ups. Unless gaming is your dayjob and you dig deep in every social media platform available to you, you could indeed see the entire history. But it was nowhere mentioned or marketed towards consoles and just a quick goolgle and Youtube search only gave the feeling the game barely existed. There just was no mainstream publicity, only people following the TT version got notified it was finaly a Version 1.0 in early acces for PS5. Also don't overestimate the average console gamers will to do deep dive research: Consoles were supposed to be "plug&play", no studies needed.

Finaly: You can get inspiration for a good game from a good story, even from a bad story. Trying however to shoehorn a good story on an existing game seems to be a bit harder as many poor adaptations have proven. Sofar it seems to me there is only a vague incostent rough draft, maybe stop wasting time on that.
 
7D2D will probably get an entry into the guiness book ;). But apart from that Subnautica2 is not a good comparison.Because a successor game is often much less work as much of its code and assets are based on a finished original game. Secondly many games start EA for their game relatively late in the development process, especially games relying on story like subnautica. And that hides part of the development time and makes comparisons difficult.
True. Probably not the best example, but twelve years is still a very long time.
Trying however to shoehorn a good story on an existing game seems to be a bit harder as many poor adaptations have proven. Sofar it seems to me there is only a vague incostent rough draft, maybe stop wasting time on that.
They have to "waste time" on it because it was advertised as part of the completed game and, therefore, must be included, as unmemorable as I personally expect it to be.

Afic, you've just differentiated a RPG from other games. With a RPG, story and characterization come first; mechanics support them. With most games -- including supposed RPGs today -- it's the other way around. Mechanics rule supreme. If there is a story, it's generally as lame and/or unmemorable as it gets. That's why I see RPGs as close to extinction. Creating a game with branching questlines and meaningful choices is apparently considered too expensive by industry CEOs today who offer the lame excuse that the studio will be developing content "no one will ever see," which is, of course, utter nonsense as that's what accounted for the extraordinary replayability of cRPGs in the first place. Today, instead of getting action games with "RPG elements," the formula is being stripped down even further in the form of survival games, imo. Why produce a RPG when you can just produce the "RPG elements"? :rolleyes: Not holding my breath that will change any time soon, if ever, either.
 
Afic, you've just differentiated a RPG from other games. With a RPG, story and characterization come first; mechanics support them. With most games -- including supposed RPGs today -- it's the other way around. Mechanics rule supreme. If there is a story, it's generally as lame and/or unmemorable as it gets. That's why I see RPGs as close to extinction. Creating a game with branching questlines and meaningful choices is apparently considered too expensive by industry CEOs today who offer the lame excuse that the studio will be developing content "no one will ever see," which is, of course, utter nonsense as that's what accounted for the extraordinary replayability of cRPGs in the first place. Today, instead of getting action games with "RPG elements," the formula is being stripped down even further in the form of survival games, imo. Why produce a RPG when you can just produce the "RPG elements"? :rolleyes: Not holding my breath that will change any time soon, if ever, either.

Baldurs Gate 3, Pathfinder something something Righteous, ...

RPGs will not go away, they just won't get produced by many AAA companies who usually flock to the genre that makes the most money currently.
You look at open world or survival games and ask why they often are not really full-fledged RPGs. The answer is simple: They are centered on a different genre.
 
They have to "waste time" on it because it was advertised as part of the completed game and, therefore, must be included, as unmemorable as I personally expect it to be.
I agree with most of your tought but not on this, not for me and other console gamers: It was part of a roadmap that was not advertised to us and we bought a game in early acces with a disclamer that there would not be any guarantees everything inteded to be part of the game ever would get finished.

So if they stop wasting time pulling a dead horse and focus their energy on basic functions it would be a good thing. I mean, sofar the discussions about the story parts in the game code as found by some turned in to a complete derailed poopstorm.
 
Initialy the Fallout 4 mods were not in the PS store but free on the modpage in the game's start menu. On top of that they added the Creation Club with many game breaking paid items. The 10th aniversary update for PS5 changed it and now all mods go throught the Creation Club store, some paid and some still free. The old system did work, the new not so much.

Major difference between Fallout and this game however is the importance of the publisher behind it: TFP/BI will most likely not get the same leeway from Sony as Bethesda/Zenimax got. On the upside: WC/Snail did get full crossplay and mods on all systems so there is hope for people looking forward to mods on consoles. The flipside is that their modsystem is very greedy (50/50 split) and console space for mods very limited. Personaly I am indifferent if it will happen

But whatever happened or will happen, I'm surprised of the level of patience and copium some long time players have.

I got the most out of 7D2D's development model, once a year a new big patch that made the game fresh again. I don't know what I should cope about. I assume there are other players here in the forum as well who are in principle getting the best out of the game and the advantages far outweigh some bad spots.

You can assume for sure. The mother of all F-ups. Unless gaming is your dayjob and you dig deep in every social media platform available to you, you could indeed see the entire history. But it was nowhere mentioned or marketed towards consoles and just a quick goolgle and Youtube search only gave the feeling the game barely existed. There just was no mainstream publicity, only people following the TT version got notified it was finaly a Version 1.0 in early acces for PS5. Also don't overestimate the average console gamers will to do deep dive research: Consoles were supposed to be "plug&play", no studies needed.

Ok. But since the games release itself was not really marketed, many of the consoleros who still bought it (aka detected the release) seem to be already above the level of average console gamer. Also I remember that after the telltale crash lots of console players seemed to have posted on twitter asking about 7d2d for console whenever TFP made an announcement. They surely were active enough to have seen the roadmap. And they got friends, some of them were probably streamers. I am pretty sure there is lots of potential for a big ■■■■storm.

Finaly: You can get inspiration for a good game from a good story, even from a bad story. Trying however to shoehorn a good story on an existing game seems to be a bit harder as many poor adaptations have proven. Sofar it seems to me there is only a vague incostent rough draft, maybe stop wasting time on that.

The story which I have assumed all the time to get into 7d2d, i.e. killing one of the factions, was mentioned in this forum a long time ago. I also remember hints about the game having been fully outlined from very early on (except features that were added later as part of the expanded scope). Nothing really suggests that the story was shoehorned very late into the game. Nothing really suggests a vague inconsistent draft because they always kept a big lid on details about the story. Without details what inconsistencies can there be really? Can you give an example?
 
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You look at open world or survival games and ask why they often are not really full-fledged RPGs.
No, actually. I don't. Survival games have become a genre unto themselves and are not particularly my cup of tea, but I've stopped wondering why a friend gifted me with 7DTD. :) I rarely play any other than Subnautica due to the fact that it is "the survival game that doesn't want you [or creatures of the fictional sea] dead." Completely new approach to first person video games in general, which seem content to include maps, populate them with "enemies"; give you weapons; and expect you to kill everything in your way. That's why I don't consider Elden Ring a RPG, either. The Souls games are rich in lore, but the story and characterization the player actually plays through are practically nonexistent. "Go and become Elden Lord," though I can't imagine why anyone would want to do that, all things considered, is your only "objective." The regurgitated lore is absorbed passively. Picking an ending from a list is not the same as getting there through trial and error, yet that's what most "RPGs" are all about today, especially -- as you say -- in the triple A space. It's that which has Fallout fans in an uproar with Bethesda when ZeniMax is far more likely to have made the decision for BGS to stop producing RPGs and start producing action games with "RPG elements". :rolleyes: (Not that Todd didn't want to go along with it. He probably did. Makes things so much simpler.)
 
I agree with most of your thought but not on this, not for me and other console gamers
That's okay. It was advertised in both the Kickstarter and the published roadmap whether console players were aware of them or not. That's why TFP is more or less obliged to include a story whether they want to any longer or not.
 
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