they basically just looked at the recent popular games and yoinked the good bits, which entirely unsurprisingly results in a fun game when executed decently
like honestly palworld feels like something that should be used as an example in game design courses: this is what it looks like when you just set out to make a successful game, without any particular vision. Resist the whisperings of satan telling you to add microtransactions and charge 60 bucks for it, and people will eat that shit up
and like, that decision has probably earned them way more money than they would ever have seen otherwise, along with the sustainability to KEEP earning hideous amounts of dosh for a good long while
they basically just looked at the recent popular games and yoinked the good bits, which entirely unsurprisingly results in a fun game when executed decently
like honestly palworld feels like something that should be used as an example in game design courses: this is what it looks like when you just set out to make a successful game, without any particular vision. Resist the whisperings of satan telling you to add microtransactions and charge 60 bucks for it, and people will eat that shit up
That’s my biggest standout point too. They choreograph exactly what points of the game could be micro transacted… And then they don’t.
Purple tech could be paywalled. Would be by most modern game standards.
They did not. They have my thanks for that.
and like, that decision has probably earned them way more money than they would ever have seen otherwise, along with the sustainability to KEEP earning hideous amounts of dosh for a good long while