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Cake day: July 5th, 2023

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  • I personally found the Inscryption scratched the same itch, albient in a different way. Its a very different game, being a sort-of narrative driven, Slay the Spire inspired card game. I won’t go into too much detail, given that spoilers, mechanical or narrative, take away a lot from the game, but I found that Inscryption did a great job of juggling a bunch of different mechanics to ensure I constantly had new tools to master, while also encouraging more lateral exploration through its plethora of secrets, and drip feeding story fragments to be peiced together as I progressed.













  • At least personally, its a lot of the shorter, gameplay-focused games that always leave me wanting more, or wanting to further improve, without having some unbeatable new-game++++++++ mode or anything overly RNG based.

    A couple games I’ve 100%ed that still have significant bonus/optional content outside the main plotline include:

    • Inscription - Willingly played through the story twice and spent nearly as many hours on the bonus new-game+ mode. Super solid gameplay, that while well explored in the base game, leaves plenty of room to further experiment and perfect your strategy.

    • Just Cause 3 - while there is a ton of bonus content, its not overly hidden, and the core gameplay is solid enough that challenges feel fun and rewarding, while travelling around gathering collectables is satisfying in a chill, podcast-listening, but not unengaging way.

    • Hotline Miami - after completing the game, I wanted to go back and get a A+ on every level because the gameplay was fun and I felt I still had more room to grow. “The puzzle” wasn’t as fun, and I did use a guide, but I was just happy for any reason to play through the game again.

    • Wolfenstein the New Order - again, just a solid gameplay loop that made me want to keep playing, with bonus objectives that worked as an objective rather than a chore. Also, unlike later ID shooters, it doesn’t have the “beat the whole game without dying” achievement, which just feels too punishing over mistakes that may be minor or downright unfair.







  • Honestly, even those are pretty overkill to make a competing storefront. All you’d have to do is to offer lower prices and/or take a smaller percentage while matching at least a fraction of Steam’s functionality (unlike Epic) or actively working to screw over customers (also unlike Epic). If a store sold games consistantly 5% cheaper than Steam, even without controller options, good support, a built-in forum, explicit Linux support, ect., I’m confident it would be reasonably successful. Just look at Humble and Fanatical. While they do (mostly) sell Steam keys, their prices are arguably what made them a success, not the features you get after redeaming the Steam keys.

    Even beside that, the ideas you provided are all pretty minor. If you’re willing to throw more significant amounts of money at the platform, like many before have, you can go a lot further than that even. For example, seeing as Steam’s discovery algorithm is one of the bigger benifits Steam provides, you could one-up them by providing off-platform marketing for games launching on your platform. This would be a way to bring devlopers and players alike to use your platform without screwing over either. Similarly, you could take a page out of Epic’s book and do giveaways regularly. Alternatively, you could use a less generous system such as “buy anything and get x game free” or “every $10 spent gives you a chance to win x game bundle” to make it more sustainable, and/or allow you to market specific underperforming games. It isn’t that hard to come up with ideas that would allow a competitor to do well. You just have to do that rather than putting all your resources into trying to take games away from players, and harvest their data.