Fortnite. Yes, Fortnite. They’ve added a bunch of crazy stuff similar to Roblox where you can be paid for your content. Hell, Gaijin just bought the rights to a stupid custom map in the game for this very reason.
It’s free, and so are the tools. But the tools are also just… UE5. Which is also free and literally made to develop games.
It's called UEFN (Unreal Editor for Fortnite), not Fortnite the game specifically. From what I understand it's a watered down version of Unreal Engine and is really good to use, lets you publish your games straight to the platform.
Against banks? I love the enthusiasm but this is not the way. Banks as a whole have many of the best lawyers in the game on retainer (possession is 9/10ths of the law, and this industry banks on that and make bank.) The best crowdfunding campaign in history* is 800 million. The banks would be willing to spend at least that in their own defence.
*not including investments (nor blockchain)
Plus, a progressive lawsuit in this environment? Might backfire spectacularly - right now banks are cautiously picking on ‘safe’ targets. But with a green light from the supreme court the banks could go full Nazi. Yeah - there’s nothing good I can reasonably expect here.
Companies: If You Wanna Play, You’re Gonna do it MY way, By depleting your bank account our wallet on us, and letting us control what you pay to get a license letting you temporarily and entirelly at discretion access it
I honestly don’t get it either… And I have nothing against porn, but some of these just sound and look like cheap copy/pastes and probably with little to no interactivity or gameplay. I’m curious to see how they are now, if only for comedic value.
The reason might be a slippery slope or whatever, but there’s mountains of disgusting visual novel incest fantasy shit, so much that I had to filter out all sexual content from Steam even though I might enjoy occasional Sex With the Devil or some Genital Jousting.
Funny, I miss that exactly. The feeling of spring\summer air and the fragrance of jasmine\lilac\linden\freshly mowed grass and the clouds, and ICQ animations with cats scratching your screen and “hasta la vista baby” and all that, and the Web when it was actually hypertext on hundreds of pages hand-crafted all with real people.
And yeah, going to friends to play Tekken, and them coming to play SW: RotS. Watching “A Nightmare on Elm Street” in a summer camp. Older girls watching “Charmed”.
Is that the edgy vibes that you miss, or just generic childhood nostalgia?
Everyone has it, me included. I miss playing Tekken with my brother, and comparing our progress in Sacred, and generally speaking, nerding together. We are both adults and employed, and he’s got two kids as well, now. We barely have time for a brief phone call to check on each other over the weekend :(
Danger in that world was on the sidewalks and unintended. Danger in this world is on the main pathways the most, and intended by its administrators.
Edgy vibes of that time seemed more like when you reinforce your right to call a president of your country a little bitch. Or like how it wasn’t traditionally welcomed to physically punish kids in many cultures in the Caucasus - because teaching fear of punishment also piggybacks teaching fear of enemy. BTW, this was also a principle in Dragomirov’s writings on how teaching should be done in the military ; his approaches to actual warfare were kinda archaic even in his own time (basically “straight at them” bayonet shock attacks), but the parts on didactics are good.
Halo 3 is hands down one of the best games ever made.
Unquestionably the best console shooter ever made, indisputably the best splitcreen co-op and multiplayer game ever made.
I understand pc gamers or people who didn’t grow up with an xbox might find those statements in their expansiveness hard to accept, no halo 3 was fun but it wasn’t that good though… to which the only correct answer is yes it is.
I think my preference for halo 1 is pure nostalgia. I have so many memories of my best friend at the time and I going co-op legendary. Or using “gamespy?” To play online matches.
Don’t get me wrong, I fully agree in spirit, it just seems like several aspects royally screwed over the map design so it felt much smaller.
The bay being the main area where you started meant everything felt far more like linear progression regardless of where one wandered to.
The island bifurcating the bay made the bay itself far more prominent, isolated, and greatly reduced how many under water biomes were simply ‘there’ to explore. You always HAD to wander out in one of two directions to get to some other under water biome open to the surface, of which there were only, what? three?
Most later game biomes were solo, single entrance offshoots of the already limited ‘main’ areas. This made them feel much more like explicitly added game assets instead of areas you’d just wander in to while exploring.
The story and the game design itself seemed to want the on-land biome to be more cool than it was. It was ONE biome, and not even the type of biome that the game is known for.
The sea truck is cool in concept, but when every area is disparate and isolated, it SUCKED to drive a loaded truck to any of them.
The “AI” companion (and really, the story over all) totally and completely popped the isolated explorative feeling of the game.
Basically, the basic design of the map and story ran completely counter to everything that made the first such an amazing experience.
The individual biomes and assets themselves were still great, but they were composed in such a way that left them … not greater than the sum of their parts.
I think it could’ve been a banger if they had interconnected more biomes and made them larger so there was ANY point to dragging a loaded sea truck to them. The land biome could have worked if they made it much more like a real arctic; an ocean mostly covered in ice sheets instead of it just being some random biome “over there” largely literally on land. The ice worm would’ve been waaay cooler if the player had to wonder if it could make an appearance under water, for example, even if it never did. The snow fox (or what ever the land vehicle was called, it’s been a while) could’ve been way cooler if it wasn’t for one biome “over there”, too.
I don’t know how much larger it’d need to be, but a little more creativity in mixing the biomes together would’ve gone a LONG way.
I think a large part of why everything was segmented is they released the game into EA way too early. It made it to where they had to have a ‘gating’ system where they could stop players from going to areas that weren’t developed out of finished yet. Overall this affected the maps flow, validating all your points there. Also completely agree with the voiced narrative. Part of what made Subnautica great was the silence. It gives more room for hearing the crazy sounds around you. Instead you had some chatty voice in your head that had commentary about every damn thing.
Eh I know what you mean from a development standpoint (remixing the map would be a huge effort), but I still find it a kinda’ copout excuse. I bet we’d be here heralding the design instead of lambasting it if they took the time to really mix the biomes together properly once they had the assets complete.
In fact, I remember some early early access games doing exactly that: basically having demos that were WAY different than the final product. Ugh I wish I remembered any names, though such effort in to game development was over a decade ago, when some companies still treated it like an actual art form instead of a money vessel…
Oh no I wasn’t excusing the behavior, quite the contrary. I’m saying the map sucked because they went into EA too early and didn’t put effort into changing the map for full release. I agree with you!
Yea, if only they had thrown in the extra effort! Maybe we’d be here heralding it as a worthy successor instead of identifying the low hanging fruit still on the branch. lol
I’m adding some second hand experience here, but what made below zero much worse for my son when he played it was that it constantly crashed, resulting in a lot of lost progress. Often crashing when saving, too, so after having accomplished something. He got it on the switch as some kind of double-feature with subnautica and below zero on a single cartridge. He played through subnautica and loved it but ditched below zero after barely a handful of hours played, purely due to the frustration, not even being at the point where those game design points would have mattered.
Ouch. I didn’t even know either were on the switch. Ironic that the first ran well because they had a good bit of performance issues with it in beta. Though mostly around efficiently streaming assets while moving around, which I’m sure a cart is much faster than old spinny HDDs.
I’ve run Proton without Steam for a few games. You’ve pretty much got the same code that Steam uses and most of their changes make it upstream eventually, so they’re not holding you hostage with being able to run your games. It just might get less convenient. There are other Linux game launchers that have good compatibility.
Steam and the company behind it have done wonders for Linux. They’ve given publishers a reason to care, they are providing strength and resources to fix bugs and libraries they care about, and generally have done very well in sharing their contributions with the community.
I do think this is a valid concern that we need to keep in mind, but I don’t think that we are at risk just yet. Valve is a business but as businesses go, they’re pretty cool.
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