Like Molyneux's last games all being centered around trash exploitative mobile game mechanics.
Spector being the progenitor of 2 entire very rich single player genres with Thief and DeusEx it just feels completely the wrong person to be working on some coop online game that got support ended after 2 months. It's just not what a talent like him should be working on and the business mechanics don't align with his strengths.
Would have made a lot more sense to be doing a budget IMSIM, there is an audience there on PC for for these sort of games at a visual fidelity level a small team can accomplish rather than trying to make something more mainstream with a reliance on online.
I'm sure his bank account disagrees. All games are, ultimately, commercial ventures with the express purpose of making money. It's why they are so hard to classify as "art". There are a select few auteur driven passion projects that can transcend this now and again, but they are generally extreme outliers among even their creator's careers, let alone the industry as a whole.
There are exceptions that prove the rule, but I do think there’s something about the quality of a person’s output that changes as they age. Maybe it’s brain elasticity. Maybe it’s that life changes as we age and things like kids or aging parents or health take precedence.
Regardless, I wish we had a better structure to more gracefully allow the greats to move into teaching or mentorship rather than expecting them to continually release the next great thing. Sports is a good model due to the physicality, if a little on the ruthless end of the spectrum. Most great athletes peak at 26-32 and the ones that continue can still do amazing things but they move into a different role; captains, coaches, commentators, whatever.
Maybe that should apply to games, coding, etc.
https://store.steampowered.com/app/3341000/Thick_As_Thieves/...
What a legacy.
Some games just impact me in a way that others don't, and I rarely go back to games for that reason. Another example is that I've probably spent longer thinking about Thomas Was Alone than I actually spent playing it, it's a very short game that had a tremendous impact on me.
Deus Ex was the right game at just the right time, and somehow the sequels never recaptured that magic. For me, a large part of that was precisely the promise the game had, even if upon technical breakdown it didn't really deliver on those promises. The idea that you were affecting and interacting with the world. The idea that you had a full gamut of options of how to achieve a mission. These were promises that weren't well kept, but they kept the imagination alive.
Yes, looking back at the game in hindsight - having since played games like Morrowind - Deus Ex seems relatively linear in comparison, but at the time it felt completely different to any FPS I had played before.
I feel like it's actually a sign of a good game. A masterpiece that relies on my imagination just hits different.
Or, you’re always learning new things and encountering new elements, be it plot, interactions, or simply exploring. The replayability ends up feeling quite arcade-y too, trying for a particular outcome.
I bet that thanks to AI, he is more likely to come back and make more great games.
To Downvoters: After thinking about this in the age of AI, I now think that game developers have no choice but to use AI in developing their games for this reason:
The big game studios that use AI will beat the indie studios to market quicker.
Let's say he comes back tomorrow and the game studio announces a new game that is to release in two years or so.Do you really think they won't use AI to meet the deadline quicker and avoid any delays? I bet they will. As long as competition exists, there will always be someone else using AI to compete.
But of course it is damned if they use AI (no delay). Damned if they don't use AI (and risk delays).