Hmm I’m not sure using gacha games which are designed for addictive gameplay loops and predatory monetisation being the games that your kid prefers over standalone experiences is a good argument to make
I hate when the default controls have duck toggled on R3 but then don’t have anything on two of the 4 face buttons. Crouch should be on Circle/B if you’re not using that button for anything else.
The entire reason it’s like that is so you can crouch and aim at the same time, it’s almost objectively better, as long as you don’t accidently press it.
The best control schemes are the ones that bind any action that would be useful to do while still controlling the camera to the back buttons or the sticks.
I’m talking about a toggle tho. It’s not going to be accidentally toggled if its not on the stick, and the stick press is usually really sensitive. I can also hit the far right face button with the first knuckle of my thumb, while still having the end of my thumb moving stick.
If there was no toggle crouch in the theoretical game, then I would agree with you.
I prefer toggle crouch and I still much prefer it on the right stick. Allows you to spam crouch and aim at the same time, but do you. I just think it’s objectively better and hate when any action I would use while controlling the camera is on a face button.
My main point is there is a genuine reason it’s mapped to the stick by default, I would be annoyed if it was on the face buttons by default.
I think we can both agree that not being able to make any button do any thing is the best way to go about it. I hate being limited to a single scheme, or even just 2 or 3 and not being able to 100℅ fully customize them.
I have roleplayed a different flavour of racist in the last three games, and I am hardly unique in that sense. Every race is defined by their racism or the racism they face.
C:S2 is likely too ambitious. Doing too many new things at once instead of incremental change.
KSP2 was a management fuck up. Let’s take this IP and give it to a completely seperate studio with no experience in this kind of work while not allowing the original Devs to help despite being part of the organisation.
Let’s take this IP and give it to a completely seperate studio with no experience in this kind of work while not allowing the original Devs to help despite being part of the organisation.
The decision making behind this is incredibly hard for me to understand. Just a very, very nonsensical way to run the project, on paper. I wonder about the circumstances.
You see this a lot in project management. People go to school to learn to manage projects, and they think that all projects are pretty much the same. You define the deliverables, set the schedule, track the progress, and everything should work out fine. When the project is a success, they pat themselves on the back for getting everyone to the finish line, and when the project fails they examine where in the process unexpected things happened.
Video games are an art form. Creativity can’t be iterated into existence, and the spark of fun is more than the component parts of a good time. Capitalists believe that they can invest in the creative process and buy the value of the talent of extraordinary people. They have commoditized creation, dissecting each step and then squeezing it into a format that fits into a procedure.
Here’s a Kanban board of game features, pick one and move it to the next phase. Develop, test, evaluate, repeat. What are your blockers? Is this in scope? Do we need to push the deadline?
That can help you make something, but it won’t be art.
As an art appreciator, and someone whose professional duties include project management, I love this comment, especially “[project management] can help you make something, but it won’t be art.”
As a project manager (well sort of, but did IT projects for a while, have multiple friends in the gaming manager): Yes and no.
From my point of view: The problem isn’t the fact that games are art. While games have their creative side they also require good “brick and mortar work” in the back - as many games as went horribly wrong due to a lack of space for creativity went wrong due to a lack of “less than glamorous” brick and mortar work and overcreativity. (Most drastic example would be the reddit dragon MMO story)
This is actually a reason why people who are very invested in the subject matter of the project they manage often are horrible project managers - and vice versa people who have no clue can’t be good PMs either.
Project management has one core component: Knowing when to ask whom. A good PM knows that the dev(or dev team lead) will always know better how long “feature X” will take. Of course I can try to learn how to do things… but that wouldn’t help much as the exact dev or team will still have their individual speeds. But a good PM also will know when to ask someone else who is nore knowledgeable for advice or to confirm things. (I literally had an Dev trying to tell me a small feature would take two weeks. Fair enough. But interestingly enough two other Devs were fairly sure it takes 30min including documentation. Which sounded way more reasonable. Turned out said Dev always tried to pull these stunts with new PMs and his lead being on vacation)
A good PM will also know when to give people space for creativity - and defend this room towards the budget.
Sadly - and this is a problem existing on all sides around PM- in the end it all boils down to a simple thing: Everyone thinks they know better. The PM thinks they know the job of being a Dev(or engineer,etc. etc.) better than the actual people doing the job. And vice versa the Devs think they could do without PMs (they can’t for larger projects it’s impossible, for mid size projects often really inefficient) or know their job better.
I believe the reason it happened, in short, is that Take2 (the publisher) were really obsessed with the release being a surprise, at the cost of far too much.
For one, this meant that basically every job listing for the game never described what the game you’d even work on was. Most of the devs they got were juniors who:
were willing to sign more restrictive contracts without the confidence to push back
did not necessarily know much about the game, or even the genre (supposedly, besides Nate, only 1 dev was an active KSP1 player and another was aware of the game but never really played)
this game was their first sizeable project
For two, it meant that a lot of management roles were taken up by people from Take2 to enforce the secrecy (who also saw KSP as having franchise potential, but that’s a rant for another day). Few of them intimately understood what makes us dorky nerds enthusiastic about KSP.
This is also part of the reason they avoided talking to the KSP1 devs; they were afraid of some of them even hinting that a sequel was in the works. As to why they continued to not talk to them after announcing the game I’m not sure. Perhaps they were afraid they’d tell the uncomfortable truth that the game was making the same development mistakes as KSP1 and more.
Not just making the same mistakes, they were told to scrap years of development and reuse the exact same codebase of KSP1. They had to start over the project with a decade plus of technical debt from a team they weren’t allowed to talk to.
Because remaking the same features from scratch was taking too long. They had already delayed the project due to covid at that point. They ended up with three games: the one they started before intercept was created (and that never saw the light of day), the one based on KSP with the upgrades and new features added (also never seen publicly), a neutered version without the incomplete new features (like multeplayer and improved heat simulation) that was launched as early access. Poor fellows were set up for failure.
The decision making behind this is incredibly hard for me to understand. Just a very, very nonsensical way to run the project, on paper. I wonder about the circumstances.
The rights were aquired by Take-Two Interactive in 2017, and they wanted a sequel to be released in 2020.
The dev studio shut down in 2023 and current status is unkown.
I never played cs1 on release, only played after it was nearly 10 years old, but my understanding is it vastly improved over updates and dlc (which unfortunately did cost more but did at least add meaningful changes for the most part).
Im curious to see where CS2 stands in 3-5 years when mods have really taken off and the devs had made most of their major tweaks.
I had it from release and honestly, even day 1 it smoked the competition in the city sim genre, releasing with features and scale than Sim City ever had.
The DLC often introduced more systems, but they did feel ‘extra’, the game was perfectly functional before parks or tourism or natural disasters etc.
The reason CS:2 felt so necessary is because the first was bloated and had underlying issues in it’s simulation logic, like unrealistically inefficient driving, or a large expansion to residential areas causing all the new residents to die of old age at the same time, crippling the city. Every part of the GUI and logic just felt clunky compared to modern, polished games.
I’d argue the DLCs did more than you imply. The extra modes of transit gave more options to move people, painting a custom park area made cities feel more realistic than premade square parks, universities could be a great centerpiece for a neighborhood. Its not like vanilla was unplayable, but the DLC defintely added more creativity for me.
Oh, the fucks up are massive. They hired a new studio, but also, they pulled the funding then the project without warning. Then they poached the devs, forcing the studio to close and sending them to a newly funded studio. But then, they forced the devs to scrap years of work from scratch, and start over the project with the old codebase and only a year as a deadline. Finally, when it became obvious it wasn’t a massive success, they cut their funding too without warning, and sold the IP without telling the studio about it.
KSP was mishandled so wildly that it should be a case study of how profit oriented management kills creativity and destroys IPs. They killed two studios and a massive IP with their shenanigans. This is why you never let the MBAs run anything.
I mean for ksp2 saying it failed cause they had “no experience with this kind of work” is kind of weird, since neither did the ksp1 devs when they started that. And they didn’t fuck it up either, let alone this badly. Remember that it was a passion project of harvester, working at a PR firm that just happened to let him do it under their roof and employment. The company did not even have any basic experience in game development, arguably even software development in general.
Institutional knowledge is a real thing and also like you said, the first KSP started as a passion project. There’s a huge difference in terms of pressure and expectation between developing your own passion project compared to developing a sequel of a highly regarded game.
Switch to Linux. As a big-time gamer, I did it last year and it’s been fantastic. Only issue is if you main games with root kit anticheat…but with enough momentum in Linux direction, game studios will be forced to abandon those dubious detection methods anyway.
I’ve been hard at trying to get games i like to work in mint. It takes a lit of time but it’s going ok. Like you said though kind of sucks for multi-player. I can’t even get diabolical multi-player to work (after I looked up how to fix the instant crashing audio driver issue) . It’s also a lot of qork getting any racing game to work with my DFGT…even though linux does see the axis and buttons, the force feedback is all messed up. Wish I knew how to code so I could fix these issues! But I don’t have 12 hours a day to ever learn that
Use Bazzite. It is a distro dedicated to gaming and user friendly for beginners. It still has some limitations but it is better compared to others when it comes to gaming. You don’t really require more tweaking unlike other distros to make games work.
This is the advice I came here looking for. I’m intimidated by the switch and have no time, but if there’s a distro that’s easy to get going, I’m there for it. I’ll check it out!
I just wasn’t sure fedora based (bazzite) would be as easy to troubleshoot as mint (Debian based) since arguably debian/Ubuntu are the most popular distro.
Another distro that’s easy to get going for gaming is Garuda.
Also, the easiest way to switch to any distro is to get a USB drive and install a program called Ventoy. Then you throw your install iso onto the Ventoy drive, boot from USB, and you’re good to go.
As a tip, pick up an external drive large enough for your Steam library. Then in Steam, you right click on each game and select Manage/Back up game files.
Doing it this way will save you days of downloading.
Sadly I use way too many programs that only work on windows or Mac that Linux would handicap me. The free open source versions of yhe apps I use are no where near as capable.
My only option I can think of would be running a virtual machine of Win10 on a Linux install so I can still use those apps.
I’m not the OP but I have a similar situation. I work in multimedia design and use a wide array of software from the full Adobe suite, to in-house command line apps, to the Articulate suite and everything in between.
I’d love to be on Linux but that just isn’t a possibility for me.
I mean, sure you can do this, but you have to also sympathize with the folks that have years if not decades of experience in a program/suite, and that experience is what they use to market themselves. Like, in a perfect world, everyone could make the switch to FOSS alternatives, but it’s not so cut and dry for those who can’t spend up to years of their personal time to just get back to being as efficient as they were with the other, just to not support a scummy company. I’ve been moving pretty much entirely over to FOSS for everything I do, but it’s been years in the making, and substantial effort on my part. And I have it easy, since I work in software development. We in the FOSS community can’t expect all others to do the same.
I’m not Tyler Bourbon, but it’s Fusion 360 for me. I sound like a broken record at this point, but it’s the only piece of software that keeps a windows install in my house
Not OP, but for another data point: recently I did quite a bit of Linux-related research on the three Adobe apps I use (InDesign, Illustrator, Photoshop, in this order of prominence), and they are all reported as some level of broken via Wine and their Linux alternatives are missing important features and/or a pain in the arse to use :/
Unfortunately, any app that needs a GPU would be difficult to work with in a VM. You have to manually set up GPU-passthru, which requires figuring out the PCI addresses and whatnot of your card, along with using a terminal. As I understand it, this process also prevents you from using that GPU outside of the VM, which is cruddy.
I was hoping to have a Linux Mint + Windows 11 VM back in January, but that didn’t work out. I am hoping that the upcoming SteamOS Desktop would make Linux friendly enough for games that aren’t native to Steam, such as my GOG collection, Window 3.1 stuff like Stars!, modding, and assorted Japanese locale games.
SteamOS isn’t going to be the “Windows killer” people think it’ll be. I’m a massive Valve and Steam fan but SteamOS isn’t any better than any of the other major distros when it comes to gaming.
I think it’ll feel like pop os. Pretty much set up for gaming right out of the box, but anything deeper and you’re forced to touch the terminal. What I do think it has going for it however is the publicity of Steam, plus a promise on Steam’s part to continue to dump a bunch of resources in to making it a better experience. I’m not expecting mass migrations, but it will likely be what gets all the folks on the fence to switch over, at least among gamers
Terminal usage is inevitable with Linux. It’s not as scary as it seems and can actually create a sense of accomplishment when you use it. Pop is a solid distro for sure but you don’t need a “gaming distro” to game on Linux these days (not that Pop is a gaming distro specifically). There’s actually a Linux Experiment video where he proves this with a thorough test. All major distros work fine for gaming.
I encourage people to not go for SteamOS unless you’re setting up a PC you want to use solely as a home console, or if you’re flashing it to a different handheld.
That, all coming from a big Valve fan. I simply don’t think it’s a good idea for people to get their hopes up over SteamOS somehow being a no-terminal, peak gaming Linux experience. I also don’t think it’s a good idea to hold off until SteamOS gets its full PC release, because most major distros today will work just as well. It’d literally only benefit people to start learning Linux now so that by the full SteamOS launch, they’ll be more informed as to whether it’ll be something they’ll find useful enough to use as a daily driver.
I understand where you’re coming from. I myself prefer using a terminal for most things, and use arch (btw) for the PC I game on. I understand that learning Linux is the best move for folks, but I don’t see that being an option, at least initially, for people on the fence.
I know that, from a Linux user’s perspective, it is the wrong move, but I have plenty of friends that want a “no terminal, gaming ready” distro before they make the move. I see it more as a first step, removing the barrier for making the switch to Linux. Once they are already there, it’s much easier to convince themselves to learn Linux a bit deeper if needed over time.
I don’t know, maybe I’m just naive and hopeful, but there are a good number of my friends that I think will make the switch to Linux that wouldn’t have without SteamOS.
The way I see the root kit anticheat situation is that because Valve has their own Linux based OS, these companies making anticheat are probably going to end up tailoring it to whatever kernel Valve (or whatever the biggest/most widely used distro made by a large game corporation) uses to ensure people aren’t cheating.
With a kernel that can be swapped out for another with varying degrees of difficulty, why wouldn’t they just tailor their work to whatever the biggest corporate game company supporter of Linux is using? If SteamOS (or any other distro made by maybe someone like EA, heaven forbid) ends up becoming what these anticheat devs see as the defacto Linux distro for gaming, I guarantee they’ll probably just focus all their efforts on making sure SteamOS (or whatever it ends up being) works as best they can and hanging out everyone else to dry.
A real “Wanna run the latest CoD (or something similar) on your device? Make sure you use the kernel we say you have to use!” kinda situation is what I foresee happening.
There’s also an OpenBSD song with a few lines of lyrics that I think could sum up what could (and sadly most likely will) happen, in metaphorical Odyssey kind of way:
Corporate monsters, many closing passages\ Tempting harpies\ 13 years of treachery
Though it’s definitely going to be more than 13 years.
I tried, but I just can’t go back and play Oblivion after playing Skyrim with all the quality of life mods. I’m waiting on the Skyblivion release to revisit it.
I’d say TES as well, but with Oblivion > Morrowind. I had trouble getting used to it being more toward the RPG side than Action. But it’s rewarding if you see it through.
I couldn’t ever get into oblivion since skyrim was my first Bethesda game and a lot of oblivion felt like (to me) slightly janky skyrim. I was able to get into morroeind though because it was just so diffrent.
And I’m from the other end where I came from Morrowind and couldn’t get into Oblivion because it was so generic compared to the earlier game. Monsters leveling to the character made it so safe.
I remember when the monster that was spawning everywhere changed type I knew I had leveled up.
I actually did. After waiting 10 years for a new TES game after Skyrim, I got bored and installed Morrowblivion. Played that all the way through. Then I played Oblivion with some visual mods. It was still quite fun, though I didn’t do a full play through. If I hadn’t already done a full play through, then Oblivion would still be an awesome game after playing Skyrim.
I assume that when they die they’ll wake up from their wizard coma and it will coincide with some sort of cool plot point. Maybe his wizard body gets kissed by a frog or something.
Might be an unpopular opinion but I feel like complaining about loading screens being hidden in gameplay is pretty much just looking for something to complain about. The game has to load assets. That’s a fact. Is it not better that it’s done in the background than giving you a generic loading screen every time?
People gave Starfield shit for all of the loading screens during travel. Now OP is complaining about them finding ways to make it more immersive. The gaming community is ridiculous.
It is more that the people who act like these opinions come from the same person are ridiculous.
“You say your favorite ice cream flavor is strawberry but yesterday someone else said his favorite ice cream flavor is vanilla. Humans are ridiculous!”
That is why I used the word “community” in my reply ;-). Community means multiple people. You can look it up on dictionary.com if you need to confirm the definition.
Try reading more carefully next time. Maybe read slower or try to pay more attention.
People gave Starfield shit for all of the loading screens during travel. Now OP is complaining about them finding ways to make it more immersive. The gaming community is ridiculous.
xD great you used the word “community” so what?
You are saying that “people” said one thing then “OP” said something different and that makes the gaming community ridiculous?
And after pointing out that this makes no sense because you still treat it as two different opinions coming from the same entity, you counter with “thats why I used the word community.”? That makes even less sense xD
The irony telling me to pay more attention.
You are ridiculous :D Lay of the weed maybe then you can formulate a cohesive thought.
At least Starfield has pretty screenshots to look at during the loading screens. And if you use photo mode, it’ll shuffle your pictures in with the default ones.
You are correct, it’s been on a downward slope since about 2021 but had a another sharp dip this morning probaly following the news they were delaying Asassins Creed
A rushed game is usually pretty bad, a delayed game is eventually good. While I dont hold AC in very high regard, im glad they told people that it needs more time to cook instead of throwing it out there half-baked.
I don’t know, the first one was cobbled up together from early access by programmers at a marketing firm and while janky (part of the charm some would say), it was quite an achievement.
The approach which should have delivered better results was wrecked with takeovers and company drama then dumped to the public in a bad state.
It’s not much of a delay. It was supposed to come out in 2 months, but delayed another 2 months. Doesn’t seem like much time to get any real work done.
They also cancelled their premier at the Tokyo game show days before schedule. I have to wonder if they’re worried about the backlash that a lot of games are getting lately (Dustborn, Concord, etc) and just trying to push the game a little bit further out to avoid controversy?
I’m the kind of person who has no issues with moving on from a game with only 20% of the achievements/trophies unlocked after beating the final boss. If it’s not fun, it’s not fun.
I think the only two games I set out to 100% were probably Super Mario World, or Donkey Kong Country 2.
Ah dk3, the one I’ve NEVER beat. I always set out to do it and grow bored first. I think by the time I started playing that really good games existed like halo and the like.
Superliminal was cool, but I just didn’t enjoy it. It was fun for a bit, but I feel like the mechanic overstayed it’s welcome for how simple it is. There’s not very many unique ways to use it. That’s probably why Valve abandoned the idea too.
Still, it’s interesting and worth a shot. Plenty of people love it.
I feel portal could be replayed if you focused too hard on the puzzles the first time through, there were quite a few secrets worth exploring in that world, though none too deep unfortunately
I feel like portal 2 can get by on a playthrough every so many years based on the writing/VA making it enjoyable even if you half remember the puzzles.
I was going to write anti chamber, because I never want to play it again, but %'s 30-90 of the way through the game I was itching to start over. It had me so hooked, but then the ending just took the wind out of the sails so hard. Heck maybe 10-98% of the game had me itching to replay it.
Awesome game. I was high on cannabis when I played it, and managed to beat it in one sitting about 10 years ago. I want to play it while high on shrooms, that would be even crazier.
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