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PCG Article Discussion for March 2026

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Tonally this seems to be a cross of Yakuza and Judgement and I can 100% get behind that. I hope they play further into the drama and crime aspects of the story, but while maintaining the lightheartedness in between of course. The levels look very detailed, and the graphics got a nice upgrade compared to RGG's last few games. Very excited for this.
 
That doesn't sound like something that's going to work out well. Translating names of items should be fine, but dialog... I'm dubious. You can't just flat-out translate from language to language. The same text will translate differently from character to character, depending on the character and the character's mood. Kingdom Come in particular has an extra issue in that you aren't going to straight-up contemporary English, and you sure aren't going to 15th century English, either. It seems like you would need a model for each character, which doesn't sound all that economical to me.

Mind you, if it CAN be made to work, like some third-party tool that will take whatever language is used and translate it to any others the tool knows, it would be really incredible! As English speakers, getting a game to speak our language is rarely an issue, but it's a heck of a problem for the rest of the world. If even small gaming companies could just plug in something like Speed Tree in and get good translations for 90% of the world, it would be awesome!

The Great Abandonment was in the mid-90's, really. They could either work their tails off to make a game for the ever-shifting hardware of PC gaming, or they could make it for stable hardware on platforms where they were getting twice the sales even for a bad games. So, they left us! They left us for some guy with more money and a stable home!!

And now that the guy is getting weak in his hold age while we remain viral and strong, they expect us to just take them back?? They aren't even groveling on their knees - they just showed up!

Yeah, damn straight we'll take them back. When's the release date?
 
That doesn't sound like something that's going to work out well. Translating names of items should be fine, but dialog... I'm dubious. You can't just flat-out translate from language to language. The same text will translate differently from character to character, depending on the character and the character's mood. Kingdom Come in particular has an extra issue in that you aren't going to straight-up contemporary English, and you sure aren't going to 15th century English, either. It seems like you would need a model for each character, which doesn't sound all that economical to me.

Mind you, if it CAN be made to work, like some third-party tool that will take whatever language is used and translate it to any others the tool knows, it would be really incredible! As English speakers, getting a game to speak our language is rarely an issue, but it's a heck of a problem for the rest of the world. If even small gaming companies could just plug in something like Speed Tree in and get good translations for 90% of the world, it would be awesome!

Yeah, this doesn't seem workable. Or at least, it's going to take way more effort than paying one dude to translate the dialogue in a believable way.

The Great Abandonment was in the mid-90's, really. They could either work their tails off to make a game for the ever-shifting hardware of PC gaming, or they could make it for stable hardware on platforms where they were getting twice the sales even for a bad games. So, they left us! They left us for some guy with more money and a stable home!!

And now that the guy is getting weak in his hold age while we remain viral and strong, they expect us to just take them back?? They aren't even groveling on their knees - they just showed up!

Yeah, damn straight we'll take them back. When's the release date?

Meh.

Speaking of


I commented on this one. My comment feels maybe a little salty. But I just don't care about story in tactics games (or games in general). In fact, the less, the more hands-off, the better. All the strategy games I love are very light on story, Warcraft 2, Command & Conquer, XCOM2, Advance Wars. Everything I've ever bounced off of, Final Fantasy Tactics, Front Mission, Fire Emblem, Midnight Suns, Wargroove 2, Warcraft 3 even, have all had a fairly heavy focus on story.

Story is just not what I come to games for.
 

I commented on this one. My comment feels maybe a little salty. But I just don't care about story in tactics games (or games in general). In fact, the less, the more hands-off, the better. All the strategy games I love are very light on story, Warcraft 2, Command & Conquer, XCOM2, Advance Wars. Everything I've ever bounced off of, Final Fantasy Tactics, Front Mission, Fire Emblem, Midnight Suns, Wargroove 2, Warcraft 3 even, have all had a fairly heavy focus on story.

Story is just not what I come to games for.

I typically agree, but there are exceptions. I really enjoyed Midnight Suns for example, including the story and even running around the abbey, which I hadn't expected at all.

The article does mention you can turn off all of the cinematic camera angles and such, so if you really don't care about the theatrics you can probably just turn those off and skip the cutscenes to just focus on the game.
 
Yeah, this doesn't seem workable. Or at least, it's going to take way more effort than paying one dude to translate the dialogue in a believable way.
That doesn't sound like something that's going to work out well. Translating names of items should be fine, but dialog... I'm dubious. You can't just flat-out translate from language to language. The same text will translate differently from character to character, depending on the character and the character's mood. Kingdom Come in particular has an extra issue in that you aren't going to straight-up contemporary English, and you sure aren't going to 15th century English, either. It seems like you would need a model for each character, which doesn't sound all that economical to me.

Mind you, if it CAN be made to work, like some third-party tool that will take whatever language is used and translate it to any others the tool knows, it would be really incredible! As English speakers, getting a game to speak our language is rarely an issue, but it's a heck of a problem for the rest of the world. If even small gaming companies could just plug in something like Speed Tree in and get good translations for 90% of the world, it would be awesome!

FWIW Ive used a lot of Google Translate from English to Finnish and vice versa and over the years its gotten a ton better with not being quite as literal over time. Still needs checking though, and sucks what happened to that guy.
 

I commented on this one. My comment feels maybe a little salty. But I just don't care about story in tactics games (or games in general). In fact, the less, the more hands-off, the better. All the strategy games I love are very light on story, Warcraft 2, Command & Conquer, XCOM2, Advance Wars. Everything I've ever bounced off of, Final Fantasy Tactics, Front Mission, Fire Emblem, Midnight Suns, Wargroove 2, Warcraft 3 even, have all had a fairly heavy focus on story.

Story is just not what I come to games for.
Oh man back in 1995 I couldnt wait to get to the next FMV story beat between missions in C&C.

It depends. I loved Warcraft 3, I also loved Battle Brothers. The campaign in Battletech had a fairly engaging story for me, I didnt care enough after 100 or so hours to carry that on into the sandbox much.

Star Wars stuff is a mixed bag, the guys working on this look like they have some experience so I'm interested but will wait for buzz and reviews before deciding at what price to jump in, or not.
 

As an open-world game lover, I can't help but agree to disagree. I disagree because there are many different niches of games, open-world games are just one of them. People who like them will continue to play them, and those who don't, won't. However, I do agree that we should start scaling games back and making them much more focused (coming from the guy who has put 30 hours into the largest, most un-focused open world game over the past week).

Gaming can be stagnant at times, and these smaller, focused games are typically the source of innovation. Pair that with increasing development cycles and costs, it's only going to become more and more difficult to keep making these huge open-world games. GTA 6 is already 10+ years in the making (not sure when full production actually began), Star Citizen has raised $1 Billion and is still in the alpha stage, games are getting canned and people laid off because they are taking too long for one chairmans liking, increased game development time and budget comes with increased headaches and pain.
 

As an open-world game lover, I can't help but agree to disagree. I disagree because there are many different niches of games, open-world games are just one of them. People who like them will continue to play them, and those who don't, won't. However, I do agree that we should start scaling games back and making them much more focused (coming from the guy who has put 30 hours into the largest, most un-focused open world game over the past week).

Gaming can be stagnant at times, and these smaller, focused games are typically the source of innovation. Pair that with increasing development cycles and costs, it's only going to become more and more difficult to keep making these huge open-world games. GTA 6 is already 10+ years in the making (not sure when full production actually began), Star Citizen has raised $1 Billion and is still in the alpha stage, games are getting canned and people laid off because they are taking too long for one chairmans liking, increased game development time and budget comes with increased headaches and pain.

I do think the quote is taken a little out of context.

"The notion of having a huge open world that's, like, 500 kilometres isn't new any more," Yura Zhdanovich, co-founder of Sad Cat Studios (developing upcoming cyberpunk action platformer Replaced) adds. "It's not enticing. Nobody cares about that."
Seems to me they are saying that the fact that the world is massive is not on its own something that gets people excited anymore. You have to have something else as a hook other than pure size.

I think thats valid. I loved Elden Ring, but actually I think it would have been better with less content. Something like Baldurs Gate 3 is huge but its not purely that fact that makes it great. Maybe thats something Bethesda and Ubisoft could look into.

The reporter does then go on to talk about quality/quantity quite a bit which probably leads us all down some familiar old paths in the comments.
 
@Kaamos_Llama That is true, the main argument is about empty open worlds. However, I can't think of many games these days that are like that, large open worlds as the main selling point but with not much to do in them. The only games that come to my head that are from the past 5 years are early access indie games. AAA open world games have been full of life with lots of things to do in recent years. If we had this argument say 5-10 years ago I'd agree, but I don't think that is reflective of games today. Maybe MindsEye, but that was a whole different situation... oh and Crackdown 3. That was the most empty open world game I've ever played.
 
@Kaamos_Llama That is true, the main argument is about empty open worlds.
Well, this is awkward 😀 I dont think it is, its there in the quote.

"The notion of having a huge open world that's, like, 500 kilometres isn't new any more," Yura Zhdanovich, co-founder of Sad Cat Studios (developing upcoming cyberpunk action platformer Replaced) adds. "It's not enticing. Nobody cares about that."

Its reductive to say and everything has caveats, but I do think on some level a lot of people love an open world for the sake of it being a huge beautiful place with a map full of POIs to clear, and thats fair enough.
However, I can't think of many games these days that are like that, large open worlds as the main selling point

Starfield really tried to play into its size a lot in the marketing as I remember, Assassins Creed up to Valhalla I understand were just getting bigger and bigger, correct me if Im wrong, I only played a bit of Odyssey.

Personally I dont mind an open world when I find the meat of the game engaging moment to moment. You can fill the world up with things to do, but if I dont love doing them much why would I care theres a lot of it?

Its the reason I loved Elden Ring and to a lesser extent Cyberpunk 2077. Its also the reason you wont find me raving much about Skyrim or Witcher 3 despite playing them a good amount at different times. The combat in the first two games would stand up in a linear game without the open world trappings. Imagine playing a game with Skyrims combat in a more limited interconnected world like a Dark Souls or Prey. I dont think it would hold up the same way, at least not for me.
 

As an open-world game lover, I can't help but agree to disagree. I disagree because there are many different niches of games, open-world games are just one of them. People who like them will continue to play them, and those who don't, won't. However, I do agree that we should start scaling games back and making them much more focused (coming from the guy who has put 30 hours into the largest, most un-focused open world game over the past week).

Gaming can be stagnant at times, and these smaller, focused games are typically the source of innovation. Pair that with increasing development cycles and costs, it's only going to become more and more difficult to keep making these huge open-world games. GTA 6 is already 10+ years in the making (not sure when full production actually began), Star Citizen has raised $1 Billion and is still in the alpha stage, games are getting canned and people laid off because they are taking too long for one chairmans liking, increased game development time and budget comes with increased headaches and pain.

I love large open-world games, but I can't play them back to back. I need some shorter, more focused games in between and I don't think I'm alone in that.

So there is a lot of competition in large open-world games when you consider that most gamers probably only play one, maybe two of them a year, with that limited spot often being taken by a replay of an old open-world game.

For example, I still haven't played The Witcher 3 and it's been out for 10+ years. I only just started on Metal Gear Solid V which released in the same year (and isn't even quite an open-world game in the same sense).

So a new game with a big open world doesn't just need to be good enough to satisfy higher user expectations, they need to be good enough to convince gamers from either replaying an open-world game they already own or picking up a heavily discounted open-world game they hadn't gotten around to.
 
I feel everyone has a different perception of what is or isn't an open world, and what does or doesn't constitute it as being empty or not. I'm taking the devs comments from that article at face value. No one is going to buy a game these days because it's advertised as having a map that is 500km^2 large. They're right, it isn't enticing, no one cares about that at all. The gameplay matters just as much. No one wants to explore a lifeless world and not have anything to do in it. I just feel, at least in terms of AAA games, that a game like that just doesn't exist. Every open world game has to have the gameplay to back it up.

The dev goes on to say that you have to do something exceptionally well for people to care. What constitutes as exceptionally well? I think Assassin's Creed does parkour and freeform climbing exceptionally well, and I'm always interested to see what comes next from that series, but that is the exact type of game this dev would probably call boring and not enticing enough for them.

The way I see it, it all boils down to personal preference, and that the industry is in a good enough spot to support games of every shape and size. We can have these huge 200-hour open world games alongside focused 3-hour indie games. The way the industry is these days, either game will find its audience.
 
That doesn't sound like something that's going to work out well. Translating names of items should be fine, but dialog... I'm dubious. You can't just flat-out translate from language to language. The same text will translate differently from character to character, depending on the character and the character's mood. Kingdom Come in particular has an extra issue in that you aren't going to straight-up contemporary English, and you sure aren't going to 15th century English, either. It seems like you would need a model for each character, which doesn't sound all that economical to me.

Mind you, if it CAN be made to work, like some third-party tool that will take whatever language is used and translate it to any others the tool knows, it would be really incredible! As English speakers, getting a game to speak our language is rarely an issue, but it's a heck of a problem for the rest of the world. If even small gaming companies could just plug in something like Speed Tree in and get good translations for 90% of the world, it would be awesome!
and @BeardyHat and @Kaamos_Llama

This absolutely works and you only need one LLM to do it. Points and then an example I ran with CoPilot

1) An LLM can be made to remember everything you tell it. So you could put prompts in for each NPC like "This man tends to be gruff and in hurried." "This NPC is meek and overly respectful" and then it can reason out how they would respond to whatever is going on.

2) A big LLM like CoPilot knows every single language and is proficient in them all down to time periods. It knows all the dialects, it knows the social classes.

3) It is already working and is already plug-and-play. But you can also assign people to it, type in prompts and get exactly what you need.

Now, the below example is a little different. It's not a translation, and I actually asked CoPilot to make up the lines. Writing is not CoPilot's strongest feature. I wouldn't have any LLM do writing. So kind of ignore that part of it and look at the rest:


My Prompt
"An angry and very busy official of the king's court brushes off someone's question about getting the roads repaired near his farm. The official is curt and seems to think this is unimportant. this should sound like old English but be understandable to modern audiences."


CoPilot's Response
“God’s wounds, man, pester me not with thy petty ruts and cow‑paths.
The King’s business lies heavy upon my desk, and I’ve no leisure for a clod’s complaints.
Take thy grievance to the reeve and trouble me no further.”

My follow-up prompt
a response from the meek but desperate farmer?

CoPilot's Response
“Beg pardon, good sir, I meant no offence.
Only the cart‑way is so foul with mire that my beasts near founder,
and without the road mended I fear my harvest shall be lost.
I crave but a moment of thy grace, naught more.”

Again, that's not even remotely how I would write that scene, but it doesn't have to write the scene. The translation is basically giving it guardrails.
 

If the game has the distorted graphics seen in the trailer, there's no way I could play that.

But the thing I wanted to point out here is about the politics of the article. I hate every political party, and here's an example of why. The writer of the article makes fun of one "NoughtZee" Steam user. Here's the quote:
  • And my favorite, a plea to Steam users to "report games that call for irl violence" because NoughtZees is now "a slur that's thrown around constantly at conservatives, White people, right-wingers or anyone who isn't fully on board with progressive stuff"
That's a stupid idea, no doubt, but my point is that the entire article is doing what this guy claims. It's not talking about real NoughtZees. It's talking about the opposing political party. How do they not see this? This country is going to continue to spiral downhill so long as the radicals of both parties, which is now just about everyone, continue to spew their hatred.

The game, on the other hand, is not talking about people who oppose DEI. It's talking about actual, time traveling NoughtZees.
 
"It's so easy for genre fans to wear it as a badge of [honor], 'Oh, the art doesn't matter, the graphics don't matter, the story doesn't matter. It's all about gameplay."
It's about the total for me. Good story helps. Good graphics help. Good gameplay helps. Good music helps. Good humor helps. Getting enough good things and I'm happy.

@Zed Clampet prompts should help a lot. A quick bio of the character would likely help even more. It might be worth making some sort of intermediate markup system so the original writers could easily specify the emotions going on in a character's head over the course of what they are saying. Or maybe that'd be overkill.

Oh well, I'm sure some game developers will mess with it.
 
It's about the total for me. Good story helps. Good graphics help. Good gameplay helps. Good music helps. Good humor helps. Getting enough good things and I'm happy.

@Zed Clampet prompts should help a lot. A quick bio of the character would likely help even more. It might be worth making some sort of intermediate markup system so the original writers could easily specify the emotions going on in a character's head over the course of what they are saying. Or maybe that'd be overkill.

Oh well, I'm sure some game developers will mess with it.
That would work, but I've heard that, at least in the past, they didn't even give any direction to the voice actors. The story used to be an afterthought and a barely necessary evil. Hopefully that viewpoint has gone away.
 

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