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Cake day: August 2nd, 2023

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  • TheDannysaur@lemmy.worldtomemes@lemmy.worldfin
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    9 months ago

    I mean you’re not entirely wrong, but you’re a little wrong. Just because they added levels later doesn’t mean you were correct… These games have road maps, and they don’t quickly change gears. There’s math and analytics that go into all of it.

    I think you’re stretching when you say “around a few people”. There’s more money in 10,000 people spending a bit than 10 spending a ton. It’s a gradient. The top 10 spend a lot, but not enough to morph your road map for. Especially when the companies own multiple properties. Better to get them transitioned to a new game within your umbrella than disrupt the entire content road map.

    There’s also far worse stuff than that and way harsher criticisms. You’re getting closer with the “changing the prices” bit, but it’s even worse than that, imo.

    It’s the reason I left working at one of them as a data analyst. I’m not speaking in generalities or that interested in debating here… I know precisely how the calculations for these types of things are done because I used to be on the team that did them.

    Not this game, but a different one. The whole industry operates very similarly.


  • TheDannysaur@lemmy.worldtomemes@lemmy.worldfin
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    9 months ago

    Adding thousands of levels for 1 whale is unlikely to be profitable. That’s a lot of development cost for content that likely won’t be seen. Pointing to other games by the same studio is a much better idea if you can get them to make the transition.



  • Not a professional, but studied it in college. It’s mostly to either fill in gaps or loud noises.

    One thing you can often do is get a “noise print” of the room, and you can isolate someone’s audio basically perfectly. From there you can create a room tone and slap it under the entire track. Now if you need to mute or something you just cut the talking track and the room noise carries over.

    If you don’t get a good room tone, say you want to use someone looking at the camera, but the director was talking. If you try to filter out the directors voice, it’s likely going to sound weird because some of the tones overlap with the room. So you mute it and slap the room tone over and you’re good. They often get too much, because room tones vary ever so slightly. If you get a tiny half second sample, unless you get very lucky you’ll pick up that something is repeating or sounds weird. If you have 10-20 seconds you can loop that no problem.