this post was submitted on 24 Jan 2025
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[–] ryathal@sh.itjust.works 7 points 1 week ago (2 children)

Doing post release content can be good. It gives the devs a chance to do something after they are more familiar with the tools and what content players prefer.

[–] taladar@sh.itjust.works 3 points 5 days ago* (last edited 5 days ago) (1 children)

I feel there is a fundamental difference between games like Dwarf Fortress or survival games or even open world story-driven games getting new content though that allows players to explore different options when replaying the game and games like this where the game play loop is inherently short and people are somewhat forced to do the 'optimal strategy' whatever that happens to be at the time.

[–] ryathal@sh.itjust.works 3 points 5 days ago (1 children)

Even in a shooter, you can make maps that encourage different play styles or have different interactive elements that can change the map. Not all of those may exist at launch, or more informed ideas can be used.

[–] taladar@sh.itjust.works 2 points 5 days ago

Well, sure, but there are limits. In e.g. a game like Dwarf Fortress you could probably add hundreds of different production chains and professions without running into too much trouble of individual players keeping track and using all of them. If you added maps each requiring one of dozens of different tactics or strategies to a multiplayer shooter it wouldn't feel like a single game any more and would probably just splinter the community into groups where each just plays one or a few of those maps.

[–] ampersandrew@lemmy.world 7 points 1 week ago

Sure, but you can add like a handful of maps and weapons, to supplement the game with what it feels like it's missing, without having a plan to support the game with new stuff for years.